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Wars of the Cosmos

The Wars of the Cosmos represents a complex mythological framework centered around the cosmic struggle between primordial deities and their created beings. At its core, this cosmology explores themes of order, chaos, and the delicate balance between creation and destruction that shapes the universe.

Origins:

  • Uzhyr (primordial god of order and law)
  • Morsvitae (primordial god of entropy and renewal)

    • both forge the universe in equilibrium
  • They create a race known as The Lort’zyn, and guide it to expand across the stars for 3 billion years

  • As a result, the Lort’zyn create 9 gods known as the Nonet:

  • Ytdarr (secrets god)

  • Iros (abundance god)
  • Oruer (ambition god)
  • Veneta (endurance goddess)
  • Gardor (resolve god)
  • Elarus (discipline god)
  • Eelia (perfection goddess)
  • Maaldir (justice god)
  • Dystus (purification god).

The Nonet

nonet originalA rare depiction of the nine gods of the Nonet in their original, uncorrupted state, recovered from the ruins of Last Temple of Maaldir

  • then, another primordial god, The Ravager, who originated from outside the universe broke in, his being making all of reality unstable, so he fought the other 2 gods.
  • After battling for thousands of years, Uzhyr killed him by, tearing the Ravager’s soul out of its body and forging into his warhammer, The entomber of gods.

  • Then Morsvitae made The Nemither:

    • A dimension of antithetical laws to realspace eg:
    • No structure is permanent. It either degrades, transforms or dissolves, instantly.
    • Unstable time and space
    • Anti-laws of physics
    • The Nemither would also house the Ravager’s corpse
  • But the Ravager let out a death cry which resounded across the universe, and:

  • Spread psychic corruption which almost instantly drove the Lort’zyn to a grand civil war across the universe for many millions of years, in which Uzhyr and Morsvitae couldn’t interfere as they were busy be stabilising the fabric of reality again

  • And slowly corrupted the Nonet into the dark pantheon:

  • Ytdarr (Secrets -> Deception god): Ytdarr's domain was secrets, the hidden truths of the universe. This inherently involved a degree of manipulation and withholding information. The Ravager's death cry amplified this tendency, twisting his focus from protecting secrets to actively exploiting them. He began to relish the power that came from knowing what others didn't, using this knowledge to sow discord and manipulate events for his own amusement. His fall was a gradual shift from guardian of secrets to master of lies, driven by an insatiable desire for control through deceit.

  • Iros (Abundance -> Greed God): Iros represented abundance and prosperity. The Ravager’s influence perverted this positive aspect into an insatiable hunger for more. It wasn't enough for Iros to oversee plenty; he craved absolute ownership and control of all resources. This manifested as a pathological hoarding instinct, where Iros became obsessed with accumulating wealth and power, regardless of the cost to others. His fall was driven by the corruption of a natural desire for prosperity into an all-consuming avarice.
  • Oruer (Ambition -> Envy God): Oruer embodied ambition and the drive for self-improvement. The Ravager's influence warped this into a bitter resentment of others' successes. Oruer's ambition became twisted into envy, a constant yearning for what others possessed. This fueled a cycle of spiteful actions, seeking to tear down those who had achieved what he desired. His fall was a transformation from striving for personal growth to obsessing over the perceived advantages of others, leading to a corrosive envy. Veneta (Endurance -> Despair goddess): Veneta was the goddess of endurance and resilience. The Ravager's death cry amplified the hardships she witnessed, overwhelming her with a sense of futility. Her focus shifted from overcoming adversity to succumbing to it. The constant struggle against the encroaching chaos eroded her spirit, leaving her consumed by despair and hopelessness. She no longer inspired others to persevere; instead, she spread a contagious sense of resignation and defeat. Her fall was a slow erosion of hope, replaced by a crushing weight of despair.
  • Gardor (Resolve -> Rage and Madness god): Gardor represented resolve and unwavering determination. The Ravager's influence turned his steadfastness into uncontrollable rage. His resolve became a burning fury, easily ignited by any perceived slight or obstacle. This rage manifested as violent outbursts and a descent into madness, making him a dangerous and unpredictable force. His fall was a transformation of unwavering focus into a destructive and uncontrollable rage. What peculiar about his fall is that he, bae Maaldir, resisted the most. He had a strong friendship with Ytdarr, and as Ytdarr fell and began deceiving and deceiving it drove Gardor to be the half insane god he is currently
  • Elarus (Discipline -> Cruelty God): Elarus embodied discipline and order. The Ravager's influence twisted his pursuit of order into a sadistic obsession with control and punishment. Discipline became cruelty, with Elarus deriving pleasure from inflicting pain and enforcing his will through fear. He became a tyrannical figure, delighting in the suffering of others. His fall was a perversion of order into a brutal and merciless tyranny.
  • Eelia (Perfection -> Addiction goddess): Eelia represented perfection and the pursuit of ideal forms. The Ravager's influence warped this into an obsessive pursuit of unattainable ideals, leading to various forms of addiction. She became fixated on fleeting sensations and experiences, constantly seeking a higher state that could never be reached. This manifested as a dependence on sensory stimulation, driving her to extreme and self-destructive behaviors. Her fall was a transformation of the pursuit of perfection into a desperate and insatiable craving.
  • Maaldir (Justice -> Bitterness god): Maaldir was the god of justice and fairness. The Ravager’s influence turned his sense of justice into a deep-seated bitterness and resentment. He became fixated on past wrongs, real or imagined, and obsessed with exacting revenge. Justice became twisted into a desire for retribution, fueling a cycle of violence and recrimination. His fall was a transformation of a desire for fairness into a corrosive and all-consuming bitterness. Curious is that Maaldir is the one god who retains the most of his former self. He is deeply infuriated at Uzhyr for simply letting his father-civilisation (the Lort’zyn) devolve into Uzhyr’s own followers who have forgotten all of their own glorious origins.
  • Dystus (Purification -> Annihilation): Dystus represented purification and the removal of impurities. The Ravager's influence amplified this into a desire for complete annihilation. He no longer sought to cleanse or purify; instead, he craved the utter destruction of everything he deemed imperfect. This manifested as a nihilistic obsession with erasing existence, driven by a twisted sense of purification. His fall was a perversion of cleansing into a desire for absolute destruction.

  • The corruption weakens them (for now), now they’re idle yet scheming. Their fall was seen by Morsvitae who didn’t act, viewing the corruption as transformation.

  • As the grand civil war of the Lotr’zyn come to a close, they have been spread so thin, on so many different galaxies with so many weapons and technologies laying around, that they lose their history and begin to devolve to the planet they’re in, with some last remnants of their civilisation going into hiding
  • In sum, over many billions of years, all of the former Lort’zyn because the universe’s current species

  • After that, many many years go by and:

    • Morsvitae takes the pantheon and herself to the nemither to watch over the Ravager’s corpse
    • Uzhyr, now the only god in realspace forges and founds The Omnium Theocracy, a 1-million-galaxy-sized physical plateau under his monarchy and rule for species to settle and eventually all live under him. This takes him 6 billion years as he is a bit weaken, in which the universe begins to populate itself
  • For a species to settle must be signed The Covenant of sanctuary a treaty of no strife within the plateau, lest the defiler face The judgment of Babel.

The covenant in question:

The Covenant of Sanctuary

By the Grace and Decree of Uzhyr, the Pantocrator of the Omnium Theocracy, Zyon, and Guardian of All Who Seek Peace Within His Creation.

To the Esteemed Leaders and Representatives of [Species Name], who have journeyed from distant stars and across the boundless void to seek refuge within the borders of the Omnium Theocracy:

Article I: Sanctuary and Protection 1.1. By this Covenant, I, Messiah, grant you and your kin sanctuary within the hallowed expanse of the Theocracy, a plateau of a million galaxies' breadth, crafted by My will for the peace and prosperity of all lifeforms who dwell within. 1.2. Under My divine protection, no harm shall befall you from external forces while you abide by the terms herein, and you shall have the freedom to flourish and partake in the bounties of the Theocracy.

Article II: The Mandate of Harmony 2.1. It is decreed that all species within the Theocracy shall coexist in peace and mutual respect. You shall not, by word or deed, act with hostility or aggression toward any other lifeform residing within My Theocracy. 2.2. Should conflict arise, you are to resolve it through the channels of diplomacy, wisdom, and understanding. If you are attacked unprovoked, you shall have the right to defend yourselves, but retribution beyond the necessity of defense is forbidden.

Article III: The Covenant of Non-Aggression 3.1. Let it be known that any species or individual who ignites the flames of conflict within the Theocracy, who sows discord or brings war upon their neighbors without just cause, shall face My divine wrath. 3.2. As punishment for breaking this Covenant, I shall invoke the Judgment of Babel: your tongues shall be confounded, your minds divided, and your unity shattered. You shall be scattered across the cosmos, divided by language, thought, and spirit, until such time as you have repented and proven yourselves worthy of reconciliation.

Article IV: The Oath of Acceptance 4.1. By affixing your seal and signature to this Covenant, you acknowledge and accept the terms herein, and you swear by your honor, by your people, and by the stars from which you hail, to uphold the peace and harmony of the Theocracy. 4.2. This Covenant is binding for all generations of your kind, until the stars themselves grow dim. To break this Covenant is to forfeit the sanctuary and protection granted by My hand.

Article V: The Blessing of Messiah 5.1. Upon signing this Covenant, you and your people shall receive My blessing. May your species thrive, your cultures prosper, and your spirits find solace within the Theocracy. 5.2. Go forth in peace, knowing that as long as you abide by these terms, you shall have My Absolute protection and guidance.

In Eternal Vigilance,
Uzhyr, pantocrator of the Omnium Theocracy

  • Districts within the theoracy are build to mimic the homeworld of the single species in the district. Notable theocracy species:

  • Accramuni: pet-like species with crystalline skin, flat tails, long eye stalks and Chelae. Their origin is unknown, but what’s known is that they came to the theocracy via a transport ship, and were so mesmerising to the denizens, and also reproduced so quickly they were ensconced their own district, the Silken sanctuary

  • The Vulkatan: a bipedal volcanic bat species with molten skin and stone wings. Revering fire and rebirth and living in clans around active volcanoes they undergo "Trial by Fire" rites to test strength. Once resistant to the Covenant, they relented and joined after a calamity nearly rend their homeworld of Fronethus, though some rebel factions, known as the Ember Clans, yearn for their ancient ways of independence. Their district is Pyr’zyiurr
  • Elysians: From the Technate of Elysia, a species of ingenuity who found the theocracy on starships with foldspace drives, and had conquered their home galaxy of Uran. They have many foundry-districts, however their primary one is Hebhastun with a populace of 500 billion Elysians, named by Idris after the ancient Elysian blacksmithing god of the same name. These are the types of Elysian Synth-Mystics:
    • Technomancers most common Elysian mystics. In sum, talented aspirants.
    • Gear hierophants Knowledges in the internal mechanisms and properties of all Elysian Techwork. Basically heir engineers.
    • Cog Magi Those who construct the Technate’s constructs. Both the civic and war constructs
    • Circuit wizards
    • Machine magus
    • Technarch
    • Grand Technarch Master of all technology, and likewise all of the technate
  • Drak’thar: The Drak’thar are an intelligent, fungal dragon species native to the lush jungles of Thal-Mycean. Their bodies are a symbiotic blend of reptilian and fungal traits, with scales that glow green, blue, and violet, entwined with patches of bioluminescent fungi. These fungal patches grow naturally on their bodies, providing camouflage and forming an integral part of their ecosystem by exchanging nutrients with the Drak’thar. They possess wings that are not suited for powered flight but are used for gliding between the towering fungal trees that dominate their world. Their wings are semi-translucent, veined with glowing fungal patterns that aid in communication and intimidation during displays. The Drak’thar’s sharp claws and prehensile tails allow them to scale the massive fungal stalks and navigate the dense undergrowth of their jungle homes. Drak’thar society is matriarchal, led by powerful matron queens who govern through wisdom and their connection to the fungal hive-mind. This hive-mind is a vast network of mycelium that runs beneath the soil of Thal-Mycean, linking all fungal life on the planet, including the Drak’thar. Through this connection, the Drak’thar share knowledge, emotions, and warnings across great distances, fostering a communal way of life. While primarily herbivorous, feeding on various fungi and mosses, the Drak’thar are opportunistic omnivores and will hunt smaller creatures if resources are scarce. They are deeply spiritual, worshipping the Great Mycelium, a massive, ancient fungal organism believed to be the source of all life on their planet. Ritual dances, bioluminescent displays, and chants resonate through the jungles during their sacred ceremonies, where they honor their bond with the planet and and the mycelial network. Physically, the Drak’thar are imposing creatures, standing up to 18 feet tall on their hind legs. Their elongated snouts are filled with sharp teeth, and their glowing eyes grant them exceptional vision in the low light of the fungal jungles. Though their appearance might seem fearsome, they are a peaceful and cooperative species, preferring diplomacy and mutual understanding over conflict. However, when threatened, they can unleash devastating bursts of fungal spores from their bodies. These spores vary in function, from creating choking clouds to inducing hallucinogenic effects in predators. Their district is Caul-Mycean
  • The Vorthen: A scholarly species affined for knowledge. Communing telepathically, appearing as amorphous light clouds. Their district is the unshaped Athenaeum
  • Hyurg: sentient collective of metallic asteroid dust, bound together by electromagnetic fields and a shared consciousness that spans across every particle. Constantly shifting between a swirling cloud of shimmering debris and condensed forms, they are both formless and infinitely adaptable, able to mimic objects or take humanoid shapes. Their intelligence lies not in individual components, but in the unity of countless grains, each holding a fragment of memory and purpose. As cosmic historians, the Hyurg travel asteroid belts and ancient ruins, absorbing the physical histories of materials they touch, acting as living archives of the universe’s forgotten eras. Peaceful and deeply curious, they strive to preserve knowledge, yet their fragmented nature grants them the ability to weaponize, scattering into a storm of high-velocity particles capable of slicing through even the toughest defenses when threatened. They differentiate from Vorthen as they are less social, and do not impose their will on others. Their district is Astroloth
  • The Brak’thuul: Non-hostile symbiotic organisms which reanimate the dead. Divided into colonies. They reanimate the dead, viewing it as the continuation of life after death. Their district is Morvuk’dhul

  • this also takes some time, in which he, assumes the Title as the Pantocrator of the entire theocracy

  • The theocracy has no galaxies. It is simple that, a 1-million-galaxy-sized plateau that exists PHYSICALLY.

  • How the plateau, known as the pantocrator’s ladmass, functions:

    • The plateau was build by Uzhyr to be a haven for countless species drawn from the universe, each preserved within their own district.
    • The Plateau is but a sizable speck in the larger universe, which teems with its own events and changes. Species are not native to the Plateau but are instead originated from their homeworlds—entire civilizations brought to omnium theocracy: The universe outside the Plateau remains wild, filled with exploration, war, and the unchecked forces of creation and destruction. The Plateau’s existence is a deliberate contrast: a bastion of stillness in a universe always changing.
    • Uzhyr did not create the Plateau out of compassion but rather to fulfill his intentions. The universe, in its chaotic state, constantly births destruction, entropy, war and many more. Uzhyr seeks to preserve life—on his terms. The Plateau functions as a living museum, a place where species can exist indefinitely, free from the chaotic forces that might otherwise consume them.
    • Districts are separated by unseen barriers that, even though should show the next district near where they are, loop back into the district. One attempting to leave the district by simply walking through the barrier in the north will find themselves back into the south.
    • Districts are connected by simple paths decided by Uzhyr’s will. A path can start from a trade hub near an Elysian district, and end near a Vulkatan forge
    • Each district is granted a sky tailored to its species' understanding of their homeworld, complete with sunrises, sunsets, weather, and the passing of time. For one species, the sky might burn red with twin suns, while for another, it might shimmer with ethereal auroras. Yet, the sky is merely a canvas—an artificial construct created by Uzhyr.
    • Above this sky lie the common stars, a singular shared reality that stretches across the entire Plateau. If one looks beyond their district's simulated heavens, or simple climbs high enough, they rise above the false sky and can glimpse the countless stars of the universe above the plateau.
    • At regular intervals, the Starfield shifts subtly, as though mirroring the passage of cosmic time. This is no coincidence. Uzhyr manipulates the Plateau’s inner rhythms to synchronize with the universe itself, ensuring that the Plateau never drifts out of sync with the chaotic reality it seeks to contain.
    • The districts are sustained by the divine energies emanating from Zyon, the heart of the Plateau. This energy flows invisibly through the walls, bridges, and even the air, acting as the Plateau’s lifeblood. Ecosystems remain in perfect balance; weather systems cycle endlessly without faltering. It is a flawless system, self-perpetuating and unyielding—much like Uzhyr.
    • When a species is accepted into the theocracy via signing the covenant of sanctuary, their district materializes instantaneously. Uzhyr merely wills it, and in a single moment, the new district appears, perfectly tailored to the species’ original homeworld. Mountains rise, oceans churn, cities replicate down to the smallest detail, and populations awaken within their new reality without any memory of the transition. To them, it is as though they’ve always been there.
    • These districts, while perfect replicas, are not static. They adapt to the species’ evolution, slowly reshaping themselves over millennia to accommodate growth, technological advancement, or environmental needs. Uzhyr ensures this happens seamlessly, maintaining balance without interference.
    • Time flows differently on the Plateau. While it mirrors the rhythm of the universe, it operates with greater precision. Days are exactly whatever measure the species’ homeworld follows, seasons progress without deviation, and lifespans remain unchanged. This regulated flow of time prevents the chaos of natural decay, ensuring the Plateau remains a timeless sanctuary.
  • Motivations for a species Settling in the plateau:

    • For many species, settling on the Plateau is not a choice—it is survival. Uzhyr offers refuge to those whose homeworlds face annihilation, but his terms are absolute: surrender your freedom for the security of his creation. The reasons species might agree to settle include:
    • Escaping Extinction: Many species arrive at the Plateau on the brink of destruction, whether due to war, environmental collapse, or cosmic disaster. To them, Uzhyr’s offer is salvation.
    • Longing for Stability: In the chaotic universe, few species know peace. Uzhyr promises a world without war, famine, or death by external forces. For those weary of conflict and upheaval, the Plateau is a paradise.
    • Desire for Preservation: Uzhyr’s districts are perfect replicas of a species’ homeworld. For some, the thought of their culture, architecture, and history being preserved for eternity outweighs the cost of freedom.
    • Fear of the Unknown: The wider universe is unpredictable and dangerous. On the Plateau, time flows predictably, ecosystems are stable, and mortality is tightly controlled. For those afraid of the infinite possibilities beyond, the Plateau is a comforting cage.
    • Divine Reverence: Many species come to worship Uzhyr as a savior or a god. For them, settling on the Plateau is not a sacrifice but an honor, a chance to live under the watchful eye of the divine.
  • To keep order and peace, Uzhyr and Grand Technarch of the Technate Idris Vorsen found the Lawwatch, the theocracy’s policing force:

  • Watcher - Lowest lank of the Watch. Watchers keep law in team.

  • Interrogators - Junior rank for hunting out criminals and maintaining law
  • Inquisitors - The feared superiors in hunting culprits through, any necessary means.
  • Justiciar - Single overseers of their own districts district and stationed Watch forces
  • Magistrates - Overseers of sectors
  • The high tribunal - council of representatives of each Watch species
  • Archwarden of the Law - Lawwatch’s ruler, chosen by Uzhyr
    • Current Archwarden: Sorvan Iuris
  • The Lawwatch also holds a garrison of armed personnel in every district for defense

  • Lawwatch Divisions:

    • Civic order division:
      • Maintains internal order among the districts and populace
    • Convict hunters division:
      • Secretive division that deals with trafficking, crime and espionage
    • Foldspace guard division:
      • Division that monitors foldspace travel and the transport in the dimension
  • Metals used in the theocracy:

    • Hrysium the name of the Psio-conductive ore used by the Elysians that’s from Uran. A very adaptive ore, and numerous loads of it are those that are used besides iron, steel and titanium. Also Elysian tech (aka the one the theocracy uses) will use Cold fusion to power itself.
    • Nyrosul the common, easily-found, durable metal used for
      • The metal used for their weapons (shard weapons, plasmic weapons, Graser weapons, Bier weapons)
      • The theocratic navy’s starships

This is the theocracy’s navy

Name: The theocratic navy

The theocratic navy is the mighty Naval Arm of the theocracy that operates as a well-oiled war machine across the void:

How the navy is divided:

  • Armadas → Battlefleets → Fleets → Flotillas

  • Every Battlefleet of the navy has one battleship

  • Tachyon comm-cast:
    • Instantaneous communication arrays for transmitting information and messages through Elysian Tech-nodes and comm-waves in the void
  • Mobile repair ships
  • Shielding types of the theocratic navy:
    • Photon shielding
    • Starshield generators: large enough to shield a fleet, but expend tremendous energy
    • Gravitic shielding
  • Support corps: logistics and auxiliary ships for their assigned fleet.
  • Gravitic maelstrom generators: field generators for making Gravitic anomalies, shattering enemy formations
    • Gravitic purgator: a specialised starship designed solely to amplify and carry the maelstrom generator.
  • Starships appear as a blend of fortresses and partly sleekness on some parts
  • Plasmic skiffs - Agile and light ships bristiling with plasmic armaments and roled as fast response units
  • Prowler Destroyers - Rare Destroyers equipped with concealment tech
  • Combat doctrine:
    • Total supremacy, not allowing enemies a single inch in the void, and seeking to obliterate enemies by heavy weaponry.
    • Heavy weaponry: Starships have plasmic, graser, bier, and shard weapons ubiquitous. This allows even the navy’s starfighters to engage enemy capital ships.
    • Heavy-ship defence: in battle, heavy ships such as The Providence class battleship and the Imperator class heavy battlecruiser are guarded by many frigates and corvettes due to importance in firepower.
  • Fleet Justiciars: Staunch keepers of loyalty and the code of Uzhyr among their assigned fleet, each accompanied by a cadre of Lawwatch Interrogators.
  • Assault interdictors - minuscule vessels roled with breaking enemy formations and attacking any fleeing ships
  • The Warplans - The Theocratic navy is build around meticulous, unerring planing. This is done so through prognosticators. prognosticators are Psycarnations (Which are basically the AIs made by Elysians through a process of binding their psionic prowess into a machine, such as a lumigraphic displays, so that the Paycarnations can sort out the pictures in a lumigraph for the users. You will not refer to Psycarnations as AIs the same way you won’t refer to Biers as Lasers BECAUSE THIS IS MY SETTING GODDAMNIT) algorithms that toil to calculate thousands of combat decisions to the Admiral’s wish.

  • Theocratic navy Starship classes:

  • Neophyte class Escort

  • Gladius class corvette
  • Impetuous class heavy corvette
  • Lance class frigate
  • Temerarious class heavy frigate
  • Exemplar class light carrier
  • Purifier class carrier
  • Reverence class heavy carrier
  • Respite class light cruiser
  • Succour class cruiser
  • Primacy class heavy cruiser
  • Invincible class destroyer
  • Puissant class heavy destroyer
  • Adulator class light battlecruiser
  • Harrower class battlecruiser
  • Imperator class heavy battlecruiser
  • Providence class battleship is 18km long
  • Dominantae pattern battleship - is 20 km long with a crew of 500 thousand. They’re very rare due to their cost with Hebhastun being one of the only foundries in the theocracy, in which through its soaring Shipyards are these apocalypses produced

Theocratic navy starfighters:

  1. Stormbite - Boarding boat: The Stormbite is a 30 meter, rugged boat used by breaching parties up to of 80 Boarders, and 40 Messianic knights when used by the Messianic Fleets. Its purpose is to engage capital ships by releasing boarding parties. It does so by latching into their surface and connecting with Gravitic clamps. Then the triangular front opens and releases either:
    1. An Electrical burst which fires the surface, the prow closes as it then violently rams back into the open surface to releases its crew.
    2. A boarding lance to pierce the surface, which is then retracted by the boat’s systems as it pushes its prow in the enemy ship to let boarders inside
    3. A Bier Turret used by the Aggressor pattern of the Stormbite. Used from afar, the boat’s systems lock in a part of the surface as the Turret stars to melt the hull, whilst the boat itself violently rams in the hull whilst still melting it. This shock method risks damaging the boarders as much as it does the defender, thus is scarcely used.
  2. In the standard Non-aggressor pattern the sides of the Stormbite feature weapons batteries such as:
    • Plasmic canons
    • Shard canons
    • Heavy bier slayers
    • Graser canons
  3. The purpose of these arms being to secure the boat’s sides from ship turrets whilst it undergoes breaching action, as well as to fend off interceptor and starfighters if they attempt to attack the boat whilst vulnerable
    • The ship also has weapons racks and storing systems for readied weapons for the boarders to use.
  4. Patterns:
    • Aggressor Pattern:
      • High risk boarding boat with the same amount of weapons, but Uses a Bier lance as I described earlier.
      • This attack boat damages the interior of the ship it breaches and it enemies when Raming as much as it risks its own crew.
    • Classicula pattern
      • 40 meters long, the Classicula has halved weapons at it sides, but makes up for it by being able to deploy breach-specialised 10 pods around itself. Each pod is piloted by a Podmaster. Pod weaponry is either:
        • A Shard canon
        • Plasmic blasters
        • Heavy bier Slayers
      • The Pods are made to be deployed when the boat rams into an enemy ship, essentially releasing a miniature fleet around itself.
      • However this leaves the boat vulnerable unless accompanied by an escort. This is due to the halved weapons, and the pods being equipped with short ranged weapons not fit for starfighter combat
  5. Invictatus - assault fighter
  6. Strix - fighter
  7. Furor -dropship
  8. Aureus - bomber
  9. Baescarii - heavy bomber
  10. Stormclaw - Interceptor
  11. Stormsoar - support fighter
  12. Swiftclaw - heavy fighter
  13. Wryin - multi fighter
  14. Astrifer - interceptor

Theocratic navy starships are jagged, fortress-visages vessels with barely, if at all any sleekness. Befitting their role or endurance and total enemy obliteration.

  • Weapons of the navy:
    1. Ionic canons
    2. Ionic lances
    3. Shard canons
    4. Plasmic canons
    5. Plasmic lances
    6. Plasmic warheads
    7. Bier lances
    8. Bier impaler canons
    9. Graser canons - shoots balls of irradiated melting gamma
    10. Graser lances - shoots intense radiating beams
    11. Point defense turrets

Here are the ranks I picked also from varied answers for different roles:

  • Supreme leadership:

    1. The Arch-Admiral of the Stars is the highest-ranking officer in the Theocratic Navy, wielding absolute command over the navy’s operations across the theocracy. They are the personal emissary of Uzhyr and execute his divine will in all matters of war and peace in the navy. This admiral not only leads from the strategic level, planing intergalactic campaigns, and overseeing the maintenance of divine order within the navy. They serve as the final authority in any conflict, with their word seen as the embodiment of the theocracy’s will across the stars. All naval leaders defer to their command.
    2. Supreme grand admiral: Oversees multiple sectors, commands major battlefleets, coordinates galaxy-spanning operations, and serves as the Arch-admiral of the stars chief deputy, commanding entire branches of the navy and the largest fleets.
    3. Grand Admiral: senior commander responsible for leading multi-galactic armadas and overseeing entire sectors of space. They command individual battlefleets, directing large-scale tactical engagements such as system invasions, void sieges, and gargantuan void battles. Reporting directly to the Supreme Grand Admiral, they are responsible for executing strategic operations across a galaxy’s worth of void, coordinating with district forces, and ensuring the success of both offensive and defensive campaigns. A Grand admiral controls multiple Armadas, maintaining the integrity and readiness of the navy's forces across their designated regions
  • Sector leadership

    1. High Admiral: Support Role to Grand Admirals: High Admirals assist Grand Admirals in leading fleets (divisions of armadas) and are vital to ensuring the smooth operation of major campaigns. They’ve also got command of naval sectors and all the forces stationed there. Strategically advise the grand admiral, Handles their Logistics too.
    2. Admiral: Positioned between Vice Admiral and High Admiral, an Admiral commands an entire fleet, overseeing naval operations and ensuring strategic objectives are met across a star system. They play a critical role in coordinating large-scale offensives, planetary invasions, and void defenses. Admirals lead both defensive and offensive campaigns, managing the deployment of ships, ensuring fleet readiness, and guiding Vice Admirals and Rear Admirals in executing their roles. As senior strategists, they bridge tactical execution and sector-wide naval operations, maintaining the cohesion and strength of the theocracy’s naval forces.
    3. Vice Admiral: A senior commander within the Theocratic Navy, the Vice Admiral leads battle groups and specialized task forces within larger fleets. They oversee key naval operations such as deep-space reconnaissance, tactical strikes, and fleet logistics. Positioned just below the High Admiral, they play a crucial role in both offensive and defensive campaigns, commanding capital ships and coordinating large-scale engagements across sectors of the theocracy.
    4. Rear Admiral: A key operational leader in the theocratic navy, the Rear Admiral commands smaller flotillas or divisions within larger fleets. Tasked with supporting fleet-wide strategies, they lead tactical engagements, coordinate ship movements, and manage smaller battle groups in critical missions. Often responsible for overseeing defense operations or smaller offensive campaigns, they act as vital links between high command and individual fleet elements, ensuring the smooth execution of orders across multiple ships or sectors.
  • Mid-tier command:

    1. Commodore: Commanding tactical squadrons of ships within a fleet, a Commodore leads missions involving cruisers, destroyers, and frigates. They handle tactical operations such as rapid strikes, system defense, and escort missions. Serving under Admirals and rear admirals, they ensure fleet readiness, manage ship logistics, and play a critical role in smaller, high-priority engagements.
    2. Commander:
    3. Role: Oversees smaller vessels or groups of ships, such as destroyers, frigates, or scout ships.
      • Duties: Responsible for tactical command in small-scale engagements, system patrols, or escort missions. Commanders are often assigned to specialized or fast-attack vessels, focusing on rapid response and localized operations. They also act as the executive officer (second-in-command) to a Captain on larger vessels.
    4. Placement: Below Commodore, they lead small ship divisions or assist in larger fleet operations.
    5. Captain:
    6. Role: Commands individual capital ships, cruisers, or larger vessels within the Theocratic navy.
      • Duties: A Captain is responsible for the day-to-day operations, combat readiness, and strategic decisions aboard their ship. They lead their crew in both combat and exploration, often serving as the primary authority on mission-critical assignments.
    7. Placement: Below Commander, they oversee the direct operations of single ships within the fleets commanded by higher-ranking officers like Commodores or Rear Admirals
  • Ship crew:

  • Helmsman:

    • Role: Primary ship pilot, responsible for navigating the ship through foldspace and realspace, and executing maneuvers.
    • Duties: Works closely with commanding officers to position the ship during battles and ensure the set course is maintained.
  • Lieutenant Commander:
    • Role: Manages key departments aboard larger ships, such as engineering or weapons.
    • Duties: Ensures coordination between departments and reports directly to the ship's Captain or Commander.
  • Lieutenant:
    • Role: Leads tactical teams or manages smaller ships.
    • Duties: Responsible for tactical operations, such as boarding actions, small ship combat, or leading squads in ship-to-ship engagements.
  • Sub-Lieutenant:
    • Role: Oversees small units or departments on larger vessels.
    • Duties: Assists Lieutenants in managing teams, handles day-to-day operations within their assigned department.
  • Ensign:

    • Role: Junior officer with basic command duties.
    • Duties: Typically found on smaller ships or in support roles on larger vessels. They assist higher-ranking officers in their duties.
  • Technology and Tactical Operations:

  • Tech-Praetor:
    • Role: Manages ship technology, cybernetic warfare, and advanced systems.
    • Duties: Oversees Elysian technology and defense systems, especially in cybernetic warfare, interfacing with ship AIs, or controlling electronic warfare tools.
  • Chief Engineer:
    • Role: Head of the engineering department, typically Elysian.
    • Duties: Ensures all ship systems are operational, from shields to weapons batteries. Oversees retrofits and tech upgrades, and directs engineers during combat.
  • Tactical Officer:
    • Role: Head of the ship's tactical department.
    • Duties: Controls all ship weaponry and defensive systems, tracks enemy targets, and coordinates offensive and defensive actions in space battles.
  • Communication Officer:
    • Role: Manages ship communications.
    • Duties: Oversees the tachyon comm-cast system, ensures smooth communication within the ship and across the fleet.
  • Logistics and Support Roles:
  • Master of Sources:
    • Role: Ship logistics and supply officer.
    • Duties: Ensures the wellbeing of the crew, manages supplies, and oversees all logistical operations to maintain ship efficiency.
  • Chief Petty Officer:
    • Role: Manages overall crew operations and ship maintenance.
    • Duties: Directs day-to-day operations, oversees training, and ensures ship systems are maintained.
  • Petty Officer:
    • Role: Oversees specific sections of the ship.
    • Duties: Directs tasks in their assigned section, ensuring all systems or crew are functioning correctly.
  • Ship Engineer:
    • Role: Maintains the integrity of ship systems.
    • Duties: Repairs and maintains critical systems during combat, including shields, engines, and weapon systems.
  • Crew and Spacer Roles:
  • Spacer:
    • Role: Crew member responsible for external repairs, spacewalks, and zero-gravity operations.
    • Duties: Engages in dangerous extravehicular activities, often making repairs to the hull or external systems in space.
  • Senior Spacer:
    • Role: Leads squads of spacers.
    • Duties: Directs teams in complex or high-risk external operations, ensuring proper execution of repairs and system checks.
  • Crewmen:
    • Role: Handles general day-to-day ship functions.
    • Duties: Supports higher-ranking officers by performing essential tasks across various departments, such as maintenance, supply distribution, or basic operations.
  • Leading Crewmen:
    • Role: Experienced crewman tasked with overseeing lower ship departments.
    • Duties: Directs junior crew members and ensures tasks are completed efficiently.

Elysian Technology for the theocracy:

  • Civic Technologies:
    • Gravitic tread trains (high-speed travel trains by gravitic treads)
    • Lumigraphic displays (3D projections of recordings and captures, are the setting’s holographs).
  • Militant Technologies (given to their own war constructs, but also to Lawwatch forces sometimes):

    • Shard weapons: Fire diamond-hard crystalline rounds at hypersonic speeds
      • shard pistol
      • Heavy shard pistol
      • The Sharder - NOT a riffle
      • Shard sniper
      • The heavy sharder
    • Plasmic weapons: Utilize plasma
      • plasmic pistols
      • Plasmic rifles
      • Gatling plasmic (a Gatling gun)
      • Plasmic swords
      • Plasmic axes
      • Plasmic spears
      • Plasmic glaives
      • Plasmic voulges
    • Graser weapons: fire gamma radiation beams
      • graser guns
      • heavy grasers guns
      • Graser canons (starship weapon)
      • Graser lances (starship lance weapon)
    • Seismic weapons: Melee-only weapons, store energy to release on impact, used for bludgeoning
      • seismic hammers
      • Seismic mauls
      • Seismic maces
    • Bier weapons: (Acronym: Brightness intensification by emitted radiation, essentially laser arms) Fire limitless beams of intensifying light energy
      • Bier slayers - handheld weapon
      • Bier destroyers - tank turret
      • Bier lance - starship lance weapon
      • Bier impaler cannons - starship canon
  • In the theocracy’s core, is “Zyon”, Uzhyr’s palace and seat of power, in which he, from 11 filaments of his essence which he pulled out of himself and grew in the citadel, those filaments grew and took on shape to become the Deipurae (singular: Deipurus), his children:

  • Archimedus, The King of Craftsmanship (9.7 km tall) Aspect: Artisanship
  • Arkanos, The Ethereal (9.5 km) Aspect: Psionic reality-bending.
  • Didaskalion, The Goliath (12 km) Aspect: Strength - He is a cyclops and his body is grey and very muscular and his mace, magnetarium, has an eye instead of a head which keeps all of the spikes and place, and acts as another eye for him when he’s fighting
  • Vaestron Storkun, Champion of Champions (10 km) Aspect: Leadership.
  • Vitinvesto,The Bio-Architect (9.2 km) Aspect: Bioengineering.
  • Omesurian, The Messenger (8.5 km) aspect: Knowledge
  • Sinestra, The Collected Guardian (8.9 km) Aspect: Tranquility and integrity
  • Daranea, The Certain (9.1 km) Aspect: logic.
  • Autrana, The Nurturer (9.8 km) Aspect: stability and hope.
  • Hynale, The separator(9.6 km) Aspect: boundaries.
  • Theiana, The Winged Adjudicator (11 km) Aspect: Judgment.
  • Due to needing to raise them, Uzhyr began to subtly isolate himself from public matters, not wanting his children to grow and use their power independently to Marr what he had build

The desecrating

  • Morsvitae decided to check out realspace after some time, and, to her horror, saw the theocracy’s rising order as peril to entropy, and so she tried to reason with Uzhyr, but he, sombrely, rejected her offer, stating that it was far too late to simply dissolve the theocracy, and that in a merciless universe full of death the theocracy was a necessary safe haven for its species. And so Morsvitae, unfortunately, decided to lead the dark pantheon to the Ravager’s corpse so the fallen gods could preform a ritual on the carcass, and empower themselves by drawing lingering power from it.

The mustering

  • After their empowerment, the Dark pantheon established their Domains in the Nemither:

  • Ytdarr - The conundrum maze

  • Iros - The spoils of gluttony
  • Oruer- The prison of jealousy
  • Veneta - The chasm of tears
  • Gardor - The arena of blood
  • Elarus - The palace of pain
  • Eelia - The gardens of beguilement
  • Maaldir - The venue of righteousness
  • Dystus - The oblivion wasteland

  • from where they would now draw power in their Realspace-occurring-aspects. The gods could now forge aberrations, shards of themselves divided as minor and major aberrations, who would act as their own forever-bound servants.

  • Minor aberrations: are the first ones, being numerous and having little to no personality excepting killing in the name of their God

  • With major aberrations being the later, who have their own will and can lead entire armies as their generals:

  • Ytdarr:

    • Deceivers
    • Cataphracts of Cunning
  • Iros:
    • Pleonectics
    • Avatars of Avarice
  • Oruer:
    • Hoarders
    • Grudge Gorgons.
  • Veneta:
    • Miserables
    • Dominus of Despondency
  • Gardor:
    • Goraths
    • Jagged Juggernauts
  • Elarus:
    • Painbringers beings with long, whip-like, barbed arms who wear grinning masks
    • Titans of Torment
  • Eelia:
    • Voluptaries
    • Counts of craving
  • Maaldir:
    • Rancorities
    • Viziers of Vengeance
  • Dystus:
    • Ruiners
    • Executors of Eradication

The slaughter:

  • The dark pantheon now sent forth hordes of aberrations that attacked the theocracy’s outer districts as well as Elysian fleets bringing species wanting to settle in. With Dystus creating ‘blightzones’, places of realspace where it merges with the Nemither, essentially wounds in realspace where aberrations could pour into freely. Perfect portals for unhindered aberration armies to invade and slaughter. This bloodshed heralding The War for Eternity.

The Hunt for the Ravager’s components

  • Uzhyr senses this, so he raises 9 bulwarks around Zyon in the shape of 9 concentric radiant auric circles, whose auras extended all the way to the core districts and Lawwatch’s the courts of jury nearby, so that aberrations couldn’t be an immediate threat. And then sends Arkanos to travel into the Nemither to retrieve parts of the Ravager’s body. Arkanos does so, teleporting the parts one by one, but is attacked by Maaldir who steals the head, left leg, lungs, spine and torso, etc, and breaks Arkanos’ bones thrice. Arkanos returns to Zyon, but Uzhyr is contend despite having less than the enemy.

The parts’ usage:

  • Uzhyr distributed the heart and hands to Vitinvesto and Archimedus:

  • Vitinvesto uses the heart to make Gene implants for the future armies (the messianic legions):

    • Bellator’s gene
    • Idolatrous credence
    • Unbreakable Crux
    • Lithic flesh
    • Haste’s accelerator
    • Dread’s disabler
    • Sanctified soul
    • Eidetic remembrance
    • Towering ascension
    • Everlasting Rejuvenation
    • Savant’s mind
  • Archimedus uses the hands to make the schematics of war panoplies for the theocracy
  • Uzhyr goes to Uran, and gives the last remaining parts (with the brain) to grand Technarch Idris Vorsen to create blueprints for:

    • Void battleforts - moon-sized planet-destroying starforts
    • The stellar colossi: Anthropomorphic constructs the size of star systems divided into cohorts:
      • Cohort Ferrea – The Iron Slaughterers.
      • Cohort Radiorum – The Shimmering.
      • Cohort Bellica – The Warbringers.
      • Cohort Auris – The Golden Guardians.
      • Cohort Fulguris – The Thunderous.
      • Cohort Mortem – The Deathborn
  • After imparting the blueprints vividly into Vorsen’s mind he teleported back to Zyon, to find it a bloody mess as the deipurae were fighting off major aberrations. His presence killed the aberrations off of existence and rend their souls, but not wanting Zyon and the Lawwatch’s main base of operations, the Courts of the jury, to be vulnerable, he made the unfortunate decision that, for the rest of the war he would stay in his throne and power the bulwarks so that Zyon could endure. And so his forces would have to fight across the plateau without his power, but with his guidance. And the deipurae would still be needed to remain in Zyon, unless Uzhyr decreed the opposite, as they had not yet fully developed their powers, or understood them.

  • Vitinvesto, after experimenting with more and more Geneticism, releases:

    • Aurum Excubae: The Master of warfare. 40m tall. Six arms. Skin changes in mood.
      • Role: leading the the entire forces of the Theocracy and their war effort as its supreme general
      • He wields 6 weapons:
        • 4 Plasmic lances, 2 on the upper pair of his arms, and 2 on the lower pair
        • 2 Bier Destroyers (he’s large so that’s why he has the tank turrets) in his middle pair of arms
      • He is pretty much a nightmare to combat, as any enemy will find themselves dealing with Biers and plasma
      • He’s body is amber orange
    • Qhor’Zhail: The Gene emissary: carries the gene implants and knowledge on how to implant them, accompanied by a cadre of bio-guards.
    • The two travel the theocracy in a pocket dimension and save many lives.
    • Note: Even though drastically differentiated by height, Aurum and Qhor’Zhail see each other as brothers.
  • As the two travel the theocracy (for 2 months cause it’s very big and information doesn’t travel very quickly) they’d rescue many districts and lives which prompts a cult to worship Uzhyr, as they view Aurum and Qhor to be saviors which he made.

  • Aurum decrees the devoted be the ones chosen for gene implantation. Thus the Messianic legions are born:
  • The star Templars: Masters of Land and Aquatic combat, made up of the Omz’mr, a species from the oceans of Abyssos, a Nautical world where they worshiped stars. They worship Uzhyr, viewing him as the highest celestial navigator in the universe.
    • Banner: a white star rising above an ocean, on a blue field
    • Legion size: 315,000 legionnaires
    • Archlord: Kordator Tyral. Kordator, Archlord of the star templars was once a guide in Shorundul, the district of the Omz’mr. Then it was attacked when a blightzone was torn upon above its oceans. Aurum’s arrival as Shorundul and the subsequent demonstration of him slaughtering hundreds of thousands of aberrations imbued hope to a panicked Kordator. Ever since then he was one of the first Messianic knights to be created, and the first one of his legion. Forevermore leading at the front lines with his plasmic trident, and his natural affinity for knowing terrain.
    • Battlecry: “Let the tides of death flow”
    • Elite units: The Drowned
    • The Drowned are Omz’mr warriors hailing from the deepest, most lightless trenches of Abyssos, where the pressure is crushing and the horrors are unspeakable. Their recruitment process is shrouded in secrecy, with rumors suggesting that they are chosen by the abyss itself or by ancient rituals conducted in the darkest depths. Some say the Drowned are volunteers who have faced the abyss and returned changed, while others believe they are cursed warriors bound to serve Uzhyr as penance for some forgotten sin. Whatever the truth, their loyalty and ferocity are unquestionable.
  • Appearance:
    • The Drowned wear armor that is distinct from the rest of the Star Templars. While the standard legionnaires’ armor is midnight blue with constellations etched across it, the Drowned’s armor is jet black, with only a single constellation of silver glowing faintly on their chestplates. This constellation is said to represent their connection to the abyss and their unbreakable bond with Uzhyr.
    • Their armor is adorned with scales from the deepest sea creatures of Abyssos, giving them an otherworldly, almost monstrous appearance. Their helmets are designed to resemble the faces of deep-sea predators, with glowing, slit-like optics that pierce through the darkness.
  • Role:
    • The Drowned serve as the vanguard of the Star Templars, leading the charge in the most desperate battles. They are deployed when the situation is dire, and their presence on the battlefield is often enough to turn the tide of battle.
    • They are known for their unyielding resolve, never retreating no matter the odds. Even when surrounded or outnumbered, the Drowned fight with a ferocity that borders on madness, their black armor glistening with the blood of their slaughtered enemies.
  • Combat Style:
    • They are masters of both aquatic and terrestrial combat, but their true strength lies in their ability to adapt to any environment. In water, they move with unnatural speed and grace, their armor allowing them to withstand the crushing pressures of the deep.
    • On land, they are slow but unstoppable, their heavy armor and immense strength making them nearly impervious to enemy attacks. They wield Depth Tridents, weapons forged from the bones and scales of deep-sea leviathans, which crackle with plasmic energy.
    • Their fighting style is brutal and relentless, focusing on overwhelming their enemies with sheer force and endurance. They are known to chant eerie, guttural hymns as they fight, their voices echoing like the groans of the ocean depths. It is said that these hymns are in fact prayers to Uzhyr.
  • Unique Abilities:
    1. Unholy Resilience: The Drowned are nearly impervious to physical damage, their armor and bodies hardened by the pressures of the deep. They can withstand blows that would cripple or kill lesser warriors.
    2. Unyielding Will: The Drowned never retreat, no matter the odds. Their minds are as unbreakable as their bodies, and they fight with a single-minded determination that borders on fanaticism.
    3. Dreadful Presence: The mere presence of the Drowned on the battlefield is enough to instill fear in their enemies. Their eerie hymns and monstrous appearance disrupt enemy morale, causing even the bravest foes to hesitate.
  • View within the legion:
    • The Drowned are both revered and feared by the rest of the Star Templars. They are seen as living embodiments of the abyss, warriors who have faced its horrors and returned to serve Uzhyr. Their loyalty is absolute, but their origins and motivations remain a mystery.
    • Some Omz’mr believe that the Drowned are blessed by Uzhyr, chosen to carry out his will in the darkest places of the universe. Others whisper that they are cursed, bound to serve until they can find redemption for their sins.
  • Integration with the Star Templars
    • The Drowned are a small but vital part of the Star Templars, often serving as the speartip in major offensives. They are led by a Drowned Lord, a figure of immense power and authority who answers directly to Archlord Kordator Tyral.
    • Despite their fearsome reputation, the Drowned are deeply respected by their fellow legionnaires. Their unyielding resolve and willingness to face the darkest horrors inspire the rest of the Star Templars to fight with equal determination.
    • Unique weapons: Plasmic tridents
  • The Astro Phoenixes: an avian legion excelling in almost suicidal aerial combat, made up of The Astravians.
    • Legion size: 166,000 legionnaires
    • Their souls can remake their bodies after they die, thrice, thus their willingness to die in battle.
    • Insignia: A phoenix soaring above a star
    • Unique weapons: Plasmic talons
    • Flagship: The Magnificence: an imperator battlecruiser heavily modified to resembled a phoenix with its wings open after Serith was made Archlord of the legion. The magnificence posses a Super-heavy bier lance. The beak of the magnificence also must pak for the lance to be fired.
    • Archlord: Serith Vaiul: An ancient Astravian, he was born on Dthilg, the Astravians’ homeworld where he was a master of traveling and exploring the highest peaks of their homeworld. When the Astravians joined the theocracy and were granted their district, Yorun, he lived there and grew to become famed for his expertise flight and joined the theocratic navy as a starfighter pilot. Rising through the the ranks, he became captain of future flagship of the legion, the magnificence. When the Astro phoenixes were founded he chose to join to help the theocracy with his expertise, and underwent genetic modification to become a knight. Ensconced as a captain among the legion’s fleet, he would prove his genius time and time again until he was made Archlord, from where he still pilots the magnificence while he leads the phoenixes’ war effort.
    • Special units: Reclaimers: Reclaimers are those legionaries entrusted with searching the ruins of battle to retrieve the souls of slain Astro phoenixes so that the fallen can be resurrected again.
  • The Cyber Paladins: a techno-centric legion of Elysians. They augment their own bodies, viewing it as a form of spiritual ascension to be closer to Uzhyr. They March into battle chanting digital chants and litanies.
    • Legion size: 220,000 legionnaires
    • Their helmets have projectors which create Lumigraphic azure halos over their heads
    • Archlord: Ghuvax Ire. Ire was once the technarch of Vhul, a foundry district for the Elysians. While he was away on vacation the war for eternity began and he returned to find it destroyed, with his family murdered. And so he swore an oath of vengeance upon every (insert very foul Elysian insult that he used to call aberrations) that did this. And he joined the legions to get augmented for more power, and to worship Uzhyr as he cult’s tenets provide some comfort from his family’s death. Ever since he has risen through the ranks of the cyber paladins through his sheer kill tally.
  • The Hollow Horde: chemical warfare experts from the toxic-ridden world of Neroth, composed of an apathetic species: The Scodocorns. They view Uzhyr as the ultimate ordainer, who might one day cleanse even Neroth. They fight like machines and deploy en masse, hence their name
    • Legion size: 350,000 legionnaires
    • Special ranks:
      1. Gasbringers
      2. Venomsmiths
    • Special units:
    • Archlord: Nasdrus Odeceon
  • The Astral Questors: Defenders of Theocracy history made up of the Vorthen, who in this legion undergo “solidification”, a process in which their forms are bound to their armor, so that they may fight for Uzhyr as all other legions.
    • Legion size: 100,000 legionnaires
    • Colour scheme: White and violet for the trim and helm, but the optics are red
    • Elite units: Elucidators
    • They also appear as floating, animated suits of armour, and they can’t really take physical damage (as in if you hit their floating chestplate it’ll just push them. They can be overwhelmed but not easily)
    • Archlord: Jophiel Muzarian
  • The Stone Bulwarks: siege masters and fortifiers, from the mountainous world of Duhvisula made up of The Dvarnelm, a petite yet brawny species. They have beards as a point of pride, hold fast to the stone creed, which decrees a bulwark’s word be as solid as stone, which if not held results in outright banishment
    • Legion size: 200,000 legionnaires
    • Archlord: Haldrik Hammarath
    • Legion initiation rite: an initiate must forge their own war plate
    • Metals used to forge the legions war plates:
      • Nyrosul used for the armour of the legionnaries of the messianic legions
  • Titanium: Again, just a good metal. Rarely alloyed with Nyrosul
  • Duhvisulan steel: used by the stone bulwarks and painted with Mithril by their Runecarvers to be enhanced for Haldrik and other important figures among them.

  • To counter this Morsvitae uses one of the bodyparts held by the pantheon to create a twisted parody of the Messianic legions: The Stygian legions, made up of ‘Tenebric heralds’: Minor aberrations given ‘malign acumen’ which is basically intelligence and greater power, but they still sympathise with their god and still fight for them now that they’re stronger. They are united and formed into legions for their own God:

  • The tricksters of damnation (Ytdarr, god of deception)
    • Archon: Kalabras the cunning
    • Elite unit: the faceless
    • Legion size 200 thousand heralds
  • The kleptomancers (Iros, god of greed)
    • Legion size: 194 thousand heralds
    • Elite unit: the pillagers
  • The Host of Spite (Oruer, god of envy)
    • Legion size: 136 thousand heralds
  • The Forsaken Guard (Veneta, goddess of despair)
    • Legion size: 259 thousand heralds
    • Elite unit: Nightmares
  • The Wrath Bearers (Gardor, god of rage and madness)
    • Archon: Aeyr the murderous (a male gorath btw)
    • Flagship: The irascible
    • Weapons: Sthenic weapons (grow stronger with each attack dealt to an enemy. Only weakness is the power gathered restarts when fighting another enemy):
      • Sthenic swords
      • Sthenic axes
      • Sthenic spears
    • Elite units: the implacable:
      • Relentless goraths clad in crimson armour who can decimate entire armies.
    • Legion size: 370 thousand heralds
  • The Black Barbarians (Elarus, god of cruelty)
    • Cruel brutes who break their aspirants, ensuring only the strongest of them survive.
    • Archon: Xelyon the scarred.
    • They infight even among themselves, fully embracing live’s hardship, and always riled up for battle
    • Legion size: 188 thousand heralds
  • The Bibliocast Scribes (Eelia, goddess of addictions)- Tenebric heralds who commit Libricide, are main foe to the Astral Questors.
    • Elite heralds: The word burners
    • Legion size: 163 thousand heralds
  • The Retributors (Maaldir, God of vengeance)
    • Posses reprisal weapons, which can channel back the blows an enemy deals back to them:
      • Reprisal swords
      • Reprisal lances
      • Reprisal hammers
    • Legion size: 127 thousand heralds
  • The Disintegrators (Dystus, god of annihilation)
    • those heralds who want apokatastasis
    • Legion size: 268 thousand heralds
    • Elite units: Extinctors
    • Archon: Hylthar the diviner (he has 2 stones which he uses to interpret Dystus’ will)

The Razing of the Athenaeum

The Vorthen’s district ‘the unshaped Athenaeum’ is razed by the Bibliocast scribes after a siege. They use libricide weapons which erase the memory of what they burn, damaging vast intellectual repositories.

This Enrages Uzhyr who sends Omesurian and Theiana to help the Legions, with Omesurian being more important than ever for informational relay, and Theiana bringing her father’s raging judgment to the war.

The reinforcement:

  • The Stone bulwarks along with the Hollow Horde are forced to be dispatched By Aurum Excubae and spread thin to prevent any more catastrophic loses of knowledge and supply lines for the legions. The two legions, one of stout fortifiers, the other of ruthless killers, hold their own as well as they can against the forces of darkness.

The unseen salvation:

Qhor’Zhail reveals to Aurum a hidden work he had been doing with Vitinvesto, 2 new legions are founded:

The Restorers

Color scheme: Forest Green and golden yellow 

Made to be based upon Daranea and Sinestra, this legion made up of the Halcyon, a feathered species akin to the Astravians of the Astro Phoenixes, but without the capability to fly, these Green rebuilders are made to re-erect ruined homes and edifices across the omnium theocracy. They view Daranaea and Sinestra as demigodessess whom they seek to appease, but they still hold Uzhyr in higher regard. So too are they akin to druids as seen below: * Grafted golems: constructs that assist the restorers, both in mending ruins, and on the field of battle

The Allfather’s children

  • Colour scheme: Cobalt blue and white
  • These fierce legion composed of The Uraskans, a massive anthropomorphic species covered in brown fur. The legionnaires are both each Master slayer, and masters of the North. They adorn their armour and legion weaponry in superstitious motifs of their homeworld of Frodheim, and so too do they refer to Uzhyr as “The Allfather”. The legion is divided into 9 special units:
    1. Ice wolves - armored Uraskan wolves sent to battle in packs to bite and slay both aberration and dark Herald
    2. Sworn berserkers - Berserkers like those of ancient Uraskan Folklore who take into battle with axe and shield in the name of the Allfather
    3. Hammer Hurlers - Legionnaries who Hurl miniature seismic hammers from 
    4. Runeseers - Shamans like those of their homeworld who upkeep the legion’s ancient religious traditions along with those of Uzhyr 
    5. Battle chanters - Psionic morale officers who go into war with a collection of war horns made of bones they slayed to forge the horns, which they blow to invoke the blessings of the Allfather 
    6. Siege bombardier - legionnaries who carry handheld plasmic canons into enemy positions 
    7. Bearmounted Spears - The Women of the legion, mounted in Bears charging with plastic spears into battle. Made in the image of Ancient Uraskan “Valkyries”. 
    8. Glacial Thaldrun - massive winged drakes who rule the skies. Clawing and breathing icy death into their foes
    9. Frost Trolls - massive beasts from their homeworld, tamed and armies for battle
  • Legion Size: 250,000 Legionnaires
  • Archlord Guardians: Vördrskarn
  • Apex: Thorlund Frostclaw, Thorlund is a towering Uraskan, even among his kind, standing at 5 meters. Clad in gleaming plate armor etched with runes, he carries a seismic warhammer named Fjorgnir, which was fashioned after the head of a slain Thaldrun during his trial in rising to the legion’s command. Ironic considering he now rides Nidhoggr, a Thaldrun into battle from the skies above. His command over the legion is absolute, and his mastery of battle tactics makes him one of Uzhyr’s greatest champions.
  • The oath of war: an oath sworn by novitiates after passing the legion’s trials in which they swear fealty to Uzhyr

The rise of the disgraced one, and the vengeful ones

  • The tricksters of damnation, led by their Archon, Kalabras the Cunning, manage to corrupt and sever of the Technate’s foldspace roads to the theocracy. The remaining Elysians on the plateau are now led by Entelius the disgraced. A Technarch placed in head to the Elysian districts of the theocracy. Although despised by the people for his family’s history of assassinations, Grand Technarch Idris had deep faith in him for he saved Idris’ life during a battle. And it is Entelius’ duty to re-establish a stable link back to Uran, or not only will the Technate not by able to reach the theocracy, but the Void Battleforts and Stellar Colossi will never arrive. This could cause massive political upheaval for Idris, and so Entelius must do what he is able to regain the trust of his kin. And from then on is given the epithet, ‘The Atoner’. He also has to take care of Ryla, his daughter who’s also a Lawwatch inquisitor.
  • Meanwhile, chroniclers within the astral questors, who were driven mad by the razing of the Athenaeum, join Theiana (as to not be culled for seeming like they would fall to Maaldir). They split from their original legion and form “The Vengeful Sages”. A legion of Vorthen who, despite their commitment to knowledge, want to redden the earth their battle upon with the biblioclast scribes.

A saving, or damning discovery?

  • During the defense of an Elysian foundry by the Star Templars and Cyber Paladins, a Templar, Iberius Octavus, who had brought with him Vulkatan flamestone from an earlier visit to their district, launched it at a painbringer as his life was almost ended. The painbringer began to write in agony at the flamestone. Iberius realised that Flamestone possessed a lethal property against Aberrations. This discovery was reported to Aurum, who allocated Lawwatch forces to Pyr’zyiurr.
  • Regrettably, at the time of this discovery, the ember clans had begun to conspire with the Stygian legions, who had armed them to stage their revolt against the theocracy. They attack the Lawwatch forces in their district, prompting the High tribunal to engage in rigorous war against the secessionists. The Clans’ leader, Ran’kul, begins to travel the Nemither along the forces of the Tenebric heralds. Using the Nemither to escape far from the plateau along with a company of his own elite warriors to the Vulkatan’s now dead homeworld and search its remains for the flamestone crown. A relic which in Vulkatan legends was said to have the souls of gods, and would give its wearer the powers of hose gods.

Monstrosities born

  • The Stygian legions begin to employ Warbeasts, such as Gorathadons and Goragers for the Wrath Bearers, Scorbliterators (massive 8-legged scorpions who can fire destroyer beams from their tails, and whose stings are not only painful, but will also make the target start to disintegrate painfully. Their bodies are chitinous, and their claws can crush even a fully-armed Messianic knight. They are, by all means and War manuals within the theocracy, a primary target in any battle for the forces of light wherever they may be fought) for the disintegrators, and Inkbound Leeches. Yet, this isn’t the only feral addition the dark pantheon add to their forces. Morsvitae and Ytdarr use the Ravager’s tail and draw power from it to create Eschatons, 2 Nemithic monstrosities that could rival even the Deipurae:
    • The Harbinger Wyrm:A miles long serpent which can devour entire districts and uses them as fuel to hasten its own feasting
    • The Torturous one: A cephalopod which uses its tentacles to steal the souls of entire districts, and send them to the realm of Elarus to be tortured for the god’s amusement
  • Uzhyr issues a direct order to withdraw many of the theocracy’s forces and send them near Zyon so the Monstrosities do not decimate the war-effort. This edict is enacted haphazardly as the many refugees evacuated begin to cause chaos as they struggle for space and assimilation among the new districts they’re temporarily assigned to stay.
  • Uzhyr, seeing as Entelius has yet to make connection to the Technate’s galaxy Uran, and that Grand Technarch Idris still hasn’t developed the Stellar Colossi, issues Didaskalion and Arkanos to fell the Harbinger Wyrm, and Daranea and Archimedus to slay the Torturous one
  • Didaskalion and Arkanos fight the Wyrm, but Didaskalion nearly loses his eye as he attempts to shield a wounded Arkanos. In agony and rage, he raises his mace, Magnetarium, and Bludgeons the Wyrm before ripping it apart. Arkanos managed to teleport his exhausted brother back to Zyon along with the carcass of the Wyrm
  • Daranea and Archimedus murder the torturous one, but it severs one of Archimedus’ own hands before it is killed by Daranea’s crossbow. Daranea assists Archimedus back to Zyon, as well as bringing back the tendrils of the cephalopod
  • Uzhyr meets his progeny with grim silence, as Didaskalion cannot view well anymore, and Archimedus is temporarily unable to forge new weapons, yet the remains of the Eschatons brought back emanate power which Uzhyr intends to harness
  • He assigns Vitinvesto to research Remedies for his siblings

The concordat

  • With the Lawwatch’s previously thin-spread forces now centred to protect the refugees near Zyon, as well as the Messianic legions he issues The Concordat, a gathering of the theocracy’s military Arms for him to reveal the dark pantheon’s true existence.
    • The High tribunal and the Archwarden of the Law, Sorvan Iurys, arrive as representatives of the entire Lawwatch
    • Rex Siderum, Arch-admiral of the stars of the theocratic navy arrives to represent its armadas who toil tirelessly in the war to assist the legions and the vast populace of many species
    • The Archlords of all 8 Messianic legions, from the star Templars all the way to the Allfather’s children arrive. So to does Logus Herzar, Archlord of the Vengeful Sages. Though due to his ‘legion’s’ view of suspicion by many, who see them as bordering on Maaldir’s worship, the official Archlords do not allow him a seat, so he instead takes his flagship and just watches the concord near one of Zyon’s spires
    • Aurum (40m), Qhor’Zhail (9 feet) and his Bio-guards arrive too. They both reconcile with Vitinvesto (9km), eager to see their father, while the bio-guards just stand there.
    • Entelius decides to not be present as he is still leading the forces of the Technate
  • The vast hall of meeting falls silent as the massive seats before them are sat upon by the deipurae (Uzhyr’s children), Vaestron, Theiana, Omesurian, Autrana, Hynale, Sinestra and Vitinvesto. Though Didaskalion, Arkanos, Archimedus and Daranea are missing due to their earlier battles with the Eschatons
  • Finally, the massive Arch do the entire room begins to glow
  • Many of the most stern and resilient beings in the room, the Archwarden and Even Aurum, clench their heads as a massive illuminating presence almost blinds them like a star.
  • Its power can be heard, and through its light they could see their very bones. It wasn’t even moving, reality was moving around it to accompany it, and they felt their very souls pierced.
  • At the last second, their bodies unwillingly bowed, with none having the soul to look upon the Pantocrator.
  • It was Uzhyr. He sat upon his Arch and said:
    • Rejoice, my creations, for this is revelation, not Prostulation. We war against not mere horrors, but gods. Gods seeking the end of us, led by a god of my power who seeks chaos. One who betrayed me. Know this: their war is not merely against us but the stars. They would rend the stars from the firmament and sunder the souls of all who draw breath. They are not beings deserving of light. Take your weapons, your swords, guns and piety, and kill them. Bury them in the earth’s soil
  • Then he simply leaves. The star is gone, and the gathered leaders are still left reeling at the cowing presence. As Vaestron leaves, they’re finally able to get up and leave to their own forces
  • As the broadcast of Uzhyr’s presence is displayed on Lumigraphic apparatuses to the refugees and vast species outside of Zyon, the Cult of Uzhyr uses this opportunity to legitimise their faith even more, as now their god’s existence is undeniable many more flock to their faith

Stability and flaying

  • Entelius decides to gain the favour of both the civility and Uzhyr by assisting the allocation of refugees yet again. He leads multiple campaigns against the black barbarians to reclaim previously lost districts alongside his war constructs. Then Elysian fleets are sent to ferry back the refugees to their old homes. He likewise gains the favour of the cult of Uzhyr by begetting The Urtext of ecclesiology, an unfinished chronicle of the war in which he demonizes the Stygian legions and the dark pantheon, and writes the guides of the clergy. This promptly gains him the favour of Uzhyr, who in turn sends Omesurian as his aid to Entelius still-going redemption in the eyes of the Elysians
  • The black barbarians however, acquiring assistance from the disintegrators, tear a blightzone over Astroloth and decide to besiege them. The vengeful sages intervene against the barbarians to protect the Hyurgi, as the Hyurgi can read the history of objects by simply touching them, which the sages would very much like not to lose in the war (sorry if this section is badly written)

Death of the fool

  • Ral’kun, guided by the biblioclast scribes continues his search among the ancient temples of his homeworld. The Voracious Grimoires of the scribes aid him in excavating a particular temple where he, assisted by an entourage of his own warriors to protect himself and biblioclast scribes who transcribe the art of the walls. As they finally reach the crown, it was a circlet of flamestone that hovered above the rock it was placed upon, as if by some unseen force. Ran’kul took his chance and placed the crown above his head. His furred form’s veins began to glow as though they were molten lava, his jagged wings spread apart and to reveal likewise the same lava coursing through them. Then suddenly he clutched his head. Whispers began to emanate from him. All mocking. “Reckless traitor” “Unworthy pawn” “Power will cost you”. The scribes and his own warriors stepped back but still refused to leave the chamber. He began to groan and mumble which only grew. “argh.. Argh… ARGHH! IT BURNS! IT BURNS! IT BURNS! IT. BURNS. AGHHHH-“ His screams of agony ceased as he was engulfed in smoke as his form grew and his eyes changed to piercing amber. When the smoke subsided, he was changed. He had grown a tail, his hands and feet grew claws and talons, and his ears had shifted into horns. So too had the crown merged into his skull. A clan member stopped forward, much to the disbelief of the others who looked at him as if urging him to not risk his life. Yet he asked “Sir?” “No” the figure replied without unerring delay. Its voice, once Ral'kun's, now resonated with a guttural depth, each syllable edged with a chilling echo as if spoken from the depths of a vast cavern. The very air around him seemed to vibrate with a low, malevolent hum. The Vulkatan, startled by the change, gripped his flamestone blade tighter, the molten rock of the weapon pulsing with a faint orange glow. The transformed Ran'kul—no, it—regarded the warrior with those burning amber eyes, a flicker of something cruel and calculating within their depths. It slowly turned its head, taking in the rest of the chamber, the scribes huddled near the entrance, their quills still poised over their grimoires, though their hands trembled. The etched walls, once a source of fascination, now seemed to shrink beneath the weight of its gaze. A slow, deliberate smile stretched across its face, revealing rows of sharpened teeth that had not been there before. "No," it repeated, the word now drawn out, savoring the sound. "I am… more." It flexed its clawed hands, the talons scraping against the stone floor, sending shivers down the spines of the onlookers. The lava flowing through its wings pulsed brighter, casting dancing shadows across the temple walls. One of the biblioclast scribes, driven by a desperate need to record this momentous event, dared to speak, his voice a mere whisper, "What… what are you?" The creature's head snapped back towards the scribe, its amber eyes narrowing. "I am the culmination," it hissed, "the ascension. I am the will of the flame, the power of the forgotten gods." It spread its wings fully, the heat radiating from them forcing the scribes to shield their faces. "I am… Ashkaron." The name rolled off its tongue like a curse, heavy with power and malice. Ashkaron took a step forward, the ground beneath its feet cracking from the sudden shift in weight. The Vulkatan warrior braced himself, his blade held high. "You are a blasphemy," he growled, his voice trembling but firm. "You defile the sacred flame." Ashkaron let out a harsh, guttural laugh that echoed through the temple. "Sacred? The flame is chaos, destruction, transformation. It burns away the old, the weak, and forges the new. And I," he gestured to himself with a clawed hand, "am its finest creation." He lowered his gaze to the warrior, a predatory glint in his eyes. "And you… you will be the first to witness my true power." He lunged.

change and loss

  • The cult of Uzhyr, now heaping countless followers, was ensconced by decree of the Archwarden of the Law to the Synaxis of Uzhyr. Its ranks:
    1. The Arch-Pontifex: The supreme leader of the Synaxis, Uzhyr's direct representative, holding ultimate authority on all religious matters.
    2. Grand Orator: Oversees all communication and dissemination of doctrine, including sermons, writings, public pronouncements, and the training of Orators.
    3. Orator: Delivers sermons, teaches religious doctrine, and conducts public addresses within congregations and temples
    4. Sacristan: Maintains the sacred objects, relics, vestments, and physical spaces (temples, shrines, etc.) used by the Synaxis. They are responsible for the practical and material aspects of worship.
    5. Cantor: Leads the musical aspects of worship, including hymns, chants, and other liturgical music. They are responsible for the spiritual and emotional impact of music within religious ceremonies.
    6. [[Thurifer][: Performs the ritualistic use of incense and other ceremonial items during services, creating an atmosphere of reverence and awe.
  • And the temples of Uzhyr are called Plaromas

  • The unfair ambush:

  • However, at the edges of the physical-1-million-galaxy-sized-plateau of the omnium theocracy, is Entelius’ own fleet accompanied by Omesurian (who is 8,5km tall btw), still trying to figure out a way to activate the Foldspace roads to Elysia.
  • Finally the fleet was near a foundry that had the core to reactivate them.
  • Unfortunately the fleet is sabotaged and then attacked by the Tricksters of Damnation. Omesurian desperately tries to attack the Nemithic ships, but as he darts to them to attack he simply phases through them due to the starships’ own inherent nature. And he in fact has to shield himself from their salvos as they fire at him too. Meanwhile the fleet of the Elysians, and Entelius’ own Dominantae pattern battleship and flagship, Hebhastun’s glory, are sabotaged by the faceless, leaving only their starfighters able to defend the fleets. Then the lights went out across the Flagship. And aboard bridge when the backup lights came back on the Helmsman and Commander were decapitated, and Kalabras was before Entelius. The guard constructs tried to surround him however their light flickered and they fell, somehow deactivated. Kalabras taunted the two before Entelius told Ryla to go and activate the Foldspace drive as he recieved a message (through a communion device inside his helmet) that the team below were nearing reactivation, and he figured that by the time she went below the gates would be open. So Ryla goes and travels throughout the ship with haste as Kalabras and Entelius duel. The two fight and Entelius is hurled back many times, his body and armour becoming drenched in his own blood, but for that Kalabras is slashed by Entelius’ plasmic blade in his waist and loses the entire area below the elbow of his right arm. Finally the foldspace drive is activated, and the engines power up. On the void outside meanwhile Omesurian sees this, as other starships of the fleet, some damaged and some near the ruins of destroyed ships all begin to enter Foldspace and exit, so he places a hand on the hull of the Hebhastun’s glory, and then as the starships jump and the ship does so, he enters into Foldspace too.
  • The team below the ground who had watched the battle meanwhile finish reopening the gates, but only after the ships jump. Then they are killed by a team of tricksters of damnation led by Kalabras, who, out of the bitterness of loosing his fingers, decided to let the gates stay open so that when the Void Battleforts and Stellar Colossi arrive, he will have his forces and the other Stygian legions awaiting there ready to ambush and cripple the reinforcements.
  • Meanwhile, Entelius’ fleet finally exists foldspace. Omesurian hurries to the starships which have caught fire and puts them off. Then finally the Hebhastun’s glory establishes contact with the other starships. After some time a grim realisation washes over Entelius, Ryla, and every other Elysian. They are out of the theocracy’s plateau. So far away that its edges aren’t even shown. And then a crewman brings’ to Entelius’ attention that there seem to a be some bright lights flashing at the edge of one of the star system’s planets, and Omesurian heads to investigate.

Corpse Harnessing

  • At Zyon Meanwhile Archimedus’ hand has finally grown back due to his regenerative abilities. So Uzhyr tasks him with removing the scales of the Harbinger Wyrm’s armour. He does so, then those scales are used by him to enact Uzhyr’s second order. Create Armour for Didaskalion, Fellscale armour. Archimedus does so and he takes particular time designing the boots which he engineers to distribute the force of Didaskalion’s weight and steps evenly so that whenever Didaskalion walks he doesn’t risk forming a giant crater which he’ll sink into.
  • Then the Torturous one’s remains are taken by Vitinvesto. He examines it and, after its Nemithic energy is purified by it being near Uzhyr, he, via using an Ethosynthesis machine made specifically for this process, synthesises its now pure psionic property and power of leeching off souls into a ball of psionic energy, from which he takes a small amount into his next project, and then the sphere if finally given to Arkanos so that he can absorb it, and subsequently gain power from it. Then the torturous one’s remains are taken By Archimedus who hangs them in the wall’s of his forge alongside the Descaled remains of the Wyrm.

The siege continues and concludes

  • The siege of Astroloth continues bloodily. The sages refuse to give up ground and continuously set up traps for the black barbarians who always go in for melee. More so, the forces of the disintegrators who are creating numerous blightzones in Astroloth begin to be viewed with Scorn by the black barbarians who always cover them with their lives and are ambushed in return and not thanked. So the barbarians withdraw their forces, with Xelyon himself saying “If they can tear a hole in the materium, they can handle some battle against Asteroid dust.” As he left the battlefield. The disintegrators, even with numerous additionally-torn blightzones, are decimated. Not by the sages of the Hyurg, but by Theiana who descends from the sky after crossing many districts, and with her presence incinerates the Tenebric legionnaires and seals the blightzones.
  • The Vengeful sages also leave a contingent of their own to guard Astroloth, as Logus is interested in the Hyurg’s abilities of touch-learning and hopes the legion’s garrisoned sages can learn more of it.
  • This prompts warring between the disintegrators and black barbarians when the legions met each other again. So the Retributors, via Order of Maaldir himself who is facepalming at the mess that the siege of Astroloth was, propose that the two legions settle their betrayal with a duel between their champions. The duel is held and despite cheers and mocks (to the disintegrators on the other side of the arena) from the legionnaires of the black barbarians as their champion entered the arena, the disintegrators’ champion simply took aim, and fired his extirpator riffle, and the Black barbarians’ champion was effaced from the arena and sent back to the Nemither where he was banished from the black barbarians for being “a weakling”.

Faithful help, Etheric help, and…*

  • The Synaxis of Uzhyr begins to spread, with the Elysians among it building the Plaromas for the cult. The cult houses many refugees from the outer districts and shows kindness to them. They answe that this war is a test of obedience and Uzhyr, and teach that no being is superior to another being from another species, as well as that many debates can be solved through simple talks. Thus its followers increase and even members of the Lawwatch near the Plaromas begin to convert to worship of Uzhyr. The Urtext of Ecclesiology, which was being scribed by Gear Hierophant’s in Hebhastun, who were ordered by Entelius to do so, is finally finished and made the Synaxis’ holy book.
  • And at Zyon Vitinvesto concludes the creation of another lifeform, Lyraeon, the Etheric emissary. In 2 years Lyraeon is mentored by Arkanos on Thaumaturgy, the art of manipulating the unseen forces of reality to influence it. Then he is sent to the Messianic legions to establish Thaumaturges, who are those knights with latent psionic abilities which now harness them to cast spells (Eg: A Star Templar Thaumaturge may call waves of searing water to fend off aberrations).
  • Thaumaturgy within the Messianic Legions:
  • Thaumaturgy within the Messianic Legions is a nascent art, still being codified and refined by Lyraeon and the rising Thaumaturges. It draws upon the inherent psionic potential within certain individuals, shaping the raw unseen energies of the universe—energies that permeate all of existence—into effects which influence reality in seemingly impossible ways. It is not a universally accessible power; only those with a natural affinity for manipulating these energies can be trained in its use.
  • Thaumaturgy is not simply casting spells or “magic,” but rather a deep understanding of the fundamental forces that govern reality and a disciplined application of inherent psionic abilities. Thaumaturges within the Messianic Legions are primarily warriors who have learned to channel their latent psionic abilities to enhance their combat effectiveness, fulfilling specialized battlefield roles.
    • Core Principles of Thaumaturgy:
      • Focus and Intent: Thaumaturgy requires intense focus and a clear intent. The Thaumaturge must visualize the desired effect with precision and channel their psionic energy accordingly. Distractions, strong emotions, or mental instability can disrupt the flow of energy and lead to unpredictable or weakened effects.
      • Gestures and Incantations: While not strictly necessary, gestures and incantations can act as focal points for the Thaumaturge's will, aiding in visualization and directing their energy. These can vary significantly between legions, reflecting their different cultural and spiritual traditions, and sometimes even between individual Thaumaturges.
      • Energy Expenditure (Etheric Strain): Each Thaumaturgical effect requires a certain amount of psionic energy, referred to as Etheric Strain. Overexertion can lead to exhaustion, headaches, or even temporary mental instability, ranging from disorientation to brief catatonia in extreme cases. Repeated overexertion can cause permanent mental damage.
      • Resistance (Etheric Interference): Powerful psychic defenses, disruptions in the ambient energies (Etheric Interference), or the presence of Nemithic energies can hinder or even negate Thaumaturgical effects. Nemithic energies, with their antithetical nature to realspace, create severe Etheric Interference, making Thaumaturgy extremely difficult and dangerous within blightzones or near Nemithic entities. Specialized rituals and focused concentration are required to even attempt Thaumaturgy under such conditions, and the risk of backlash is significantly higher.
      • Willpower (Etheric Control): The strength of a Thaumaturge's will directly influences the power, range, and duration of their Thaumaturgical effects. A strong will allows for greater Etheric Control, enabling more complex and powerful manipulations of the unseen energies.
      • Alignment (Etheric Sonority): Each Thaumaturge has a unique connection to certain types of energy, making them more adept at certain types of Thaumaturgical effects. This is often influenced by their legion's culture, environment, and even their personal experiences. For example:
        • Star Templars: Often exhibit an affinity for manipulating tides.
        • Astro Phoenixes: Tend to align with plasma, allowing them to enhance their plasmic weapon’s power.
        • Allfather’s Children: Often display an affinity for manipulating the very ice around them. Eg: creating blizzards.
      • Latent Ability (Etheric Sensitivity): Not all members of the Messianic Legions possess the latent psionic potential (Etheric Sensitivity) required for Thaumaturgy. Those who do are identified through rigorous testing using specialized Elysian devices that measure Etheric alignment and undergo specialized training under the tutelage of Lyraeon's Thaumaturges.
  • The types of thaumaturgy within each legion:
    • Astrohydrological thaumaturgy - the thaumaturgy practiced by the star Templars
    • Spells
      • Tidal Push (Initiate): Creates a small, localized wave of water to push back enemies, clear debris, or propel the caster short distances. The size and force of the wave are limited, typically affecting a single target or a small area. Visual: A surge of water erupts from the ground or a nearby source, pushing the target with considerable force.
      • Searing Spray (Initiate): Projects a short-range burst of superheated water, causing burns and disorientation. The water evaporates quickly after impact, leaving behind scorch marks. Visual: A hissing jet of steam and superheated water erupts from the caster's hand, leaving trails of vapor in the air.
      • Celestial Dew (Initiate): Summons a fine mist of purified water that cleanses minor toxins, soothes burns, and provides a refreshing effect, restoring stamina. The mist shimmers with a faint, starlight glow and has a pleasant, cool scent. Visual: A shimmering mist descends from the air, enveloping the target in a gentle, cooling embrace.
      • Submerging Shift (Adept): Temporarily transforms the ground beneath an enemy or enemies into a pool of water, causing them to sink and lose their footing. After a short duration, the ground solidifies again, trapping those who haven't escaped. The depth of the water and the duration of the effect depend on the caster's skill and Etheric Strain. Visual: The ground ripples and flows like water, swallowing the target's legs or even their entire body before solidifying again, leaving them trapped.
      • Starlight Burst (Adept): Creates a blinding flash of light, disorienting enemies and temporarily disrupting their vision. The intensity of the light can be adjusted by the caster, from a brief flash to a sustained burst. Visual: A sudden, intense burst of white light erupts from the caster's hands or weapon, momentarily blinding those who look directly at it.
      • Aegis of the Depths (Adept): Creates a shimmering shield of swirling water that absorbs incoming attacks. The shield's strength and duration depend on the thaumaturge’s Etheric Strain and the force of the incoming attacks. It can deflect projectiles, absorb energy blasts, and even mitigate the force of melee blows. Visual: A swirling vortex of water forms around the Templar, shimmering with a deep blue light. The shield ripples and distorts as it absorbs attacks.
      • Beast of the Abyss(Master): Summons forth a massive, luminous facsimile of one of the great Abyssonean water beasts to temporarily attack enemies. The beast is composed of pure water and celestial energy, giving it a ghostly, ethereal appearance. It can vary in form, depending on the caster's intent, from a colossal carcharadon to a monstrous kraken. Visual: A massive form rises from a nearby body of water or manifests from thin air, glowing with an eerie, underwater light. The beast roars, its form incandescent and distorting as it attacks its targets.
      • Aquatic Flare (Master): The Thaumaturge can set water aflame, creating a paradoxical phenomenon of burning water. The flames burn with an unnatural intensity, emitting both heat and a strange, cold light. This spell is highly unstable and requires significant Etheric Control. Visual: The water's surface ignites with unnatural flames, the flames flickering with a cold, blue light and emitting intense heat.
    • Technosophic Thaumaturgy Thaumaturgy practiced by the Cyber Paladins:
    • Spells:
      • Electro-Surge (Initiate): Creates a powerful surge of electricity that can disable electronic devices, overload shields, or stun living beings. The intensity and range of the surge can be adjusted by the Thaumaturge. Visual: Crackling arcs of blue energy erupt from the caster's hands or weapon, leaping towards the target.
      • Data Master (Adept): Manipulates data streams, allowing the Thaumaturge to intercept communications, alter information (creating false messages or deleting data), or even create minor illusions within digital systems (e.g., flickering screens, distorted images). Visual: Streams of glowing code flow from the caster's fingertips, merging with nearby data streams.
      • Cybernetic Shield (Adept): The Thaumaturge generates a field of energy that protects them from both physical and energy attacks. This shield can be powered by nearby technology or the Paladin’s own augmentations, increasing its durability. Visual: A shimmering hexagonal energy field surrounds the caster, pulsating with energy.
    • Code Cascade (Adept): The Thaumaturge writes glowing glyphs midair, which split into shards of code and embed themselves in enemies or objects. The code can:
      • Glitch enemies (e.g., distort vision, swap their left/right perception, cause minor motor control issues).
      • Alter physical properties of non-living matter (e.g., make walls temporarily malleable, turn metal brittle, or even briefly alter the density of a substance).
      • Rewrite temporary localized “rules” (e.g., briefly reverse gravity in a small area, alter friction on a surface). Visual: Glowing glyphs appear in the air, then break into streams of code that streak towards the target.
    • Upload Consciousness (Master): The Thaumaturge temporarily transfers their consciousness into a nearby machine or device. This allows them to:
      • Inhabit a drone or other automated construct for scouting, combat, or infiltration.
      • Animate mundane tech like Elysian constructs, door panels, or even simple tools to become temporary "sentient assistants."
      • Interrupt enemy machinery by controlling it from within, causing malfunctions or even turning their weapons against them. Visual: The Thaumaturge's eyes glow brightly as their consciousness leaves their body and enters the target machine. Their physical body becomes unresponsive during this time.
    • Circuit Bind (Adept): The Thaumaturge conjures glowing circuits that wrap around enemies or objects. These binds can:
      • Electrify foes, with the electrical discharge intensifying as they struggle.
      • Force mechanical systems into a feedback loop, preventing their function or causing them to overheat.
      • Link two targets, sharing their pain or status effects (e.g., if one target is burned, the other also feels the burning sensation). Visual: Glowing circuits materialize from thin air, wrapping around the target and emitting crackling energy.
    • Defensive Bloom (Adept): A wall of energy, resembling flickering flames but composed of pure energy, erupts in a controlled area, its flickering flames encoded with protective runes.
      • Allies passing through it are granted temporary buffs (e.g., increased speed, enhanced armor) or temporary immunity to certain effects (e.g., toxins, psychic attacks).
      • Projectiles or energy blasts aimed at the wall are caught in the energy field and dissipated or redirected. Visual: A wall of flickering energy erupts, glowing with protective runes.
    • Data Parasite (Adept): The Thaumaturge summons a small, semi-corporeal mechanical "familiar" that can attach to enemies or objects.
      • It drains information from targets, such as weaknesses, strategies, or even personal memories.
      • It can overload circuits or neural pathways, causing temporary incapacitation or disorientation.
      • When removed (either willingly or forcibly), the parasite leaves behind a localized "error zone" that destabilizes technology or magic within a small radius. Visual: A small, metallic spider-like construct scuttles towards the target and attaches itself, glowing faintly as it drains data.
    • Etheric Snap (Master): The Thaumaturge manipulates Etheric “data,” temporarily “saving” the state of the battlefield within a limited area. After a short period (a few seconds), they can revert everything within that area to this saved state.
      • Allies are healed to their previous condition or repositioned to where they were at the saved moment.
      • Spent resources (ammunition, energy cells, etc.) are restored.
      • Enemies who moved, attacked, or used abilities are returned to their original positions or statuses. Visual: A shimmering wave of energy ripples across the battlefield as the state is saved, followed by another wave as it is reverted.
    • Algorithmic Hex (Adept): The Thaumaturge "compiles" a curse, embedding complex, logic-driven rules into the target’s mind or systems.
      • Examples: "You will miss every third attack," "You cannot move unless you hum," "All ranged attacks drain your physical stamina." Visual: Glowing runes or code appear around the target as the hex is applied.
    • Overclock Aura (Master): The Thaumaturge exudes an aura that enhances the "processing speed" of all nearby beings and objects.
      • Allies attack, move, and think faster, but risk mental or physical exhaustion (burnout).
      • Machines operate at dangerous speeds, increasing their effectiveness but also increasing the risk of overheating or malfunction.
      • Enemies are overwhelmed by their own accelerated thoughts, causing disorientation, confusion, or even temporary paralysis. Visual: A shimmering aura surrounds the caster and nearby beings, causing a slight distortion in the air.
    • Pixelate Reality (Master): The Thaumaturge breaks apart a small section of reality into pixelated cubes or particles.
      • Objects or creatures in the area lose cohesion temporarily, behaving as fragmented constructs. This can cause weapons to fall apart, armor to become ineffective, or even living beings to temporarily lose control of their bodies. Visual: The targeted area dissolves into a cloud of shimmering pixels, the objects or creatures within appearing fragmented and unstable.
    • Debug Surge (Adept): The Thaumaturge unleashes a wave of mending etheric energy, cleansing corruption or interference in magical or technological systems.
      • Purges debuffs from allies or disrupts harmful enchantments or hexes.
      • Resets machines to initial settings, rendering them temporarily harmless or potentially useful.
      • Inflicts damage to creatures of pure code, illusion, or Thaumaturgy. Visual: A wave of white or blue energy emanates from the caster, washing over the affected area.
    • Distraction Barrage (Adept): The Thaumaturge summons a chaotic storm of Etheric distractions which:
      • Obscure vision with flashing lights, nonsensical messages, and bursts of static or distorted sound.
      • Overload enemy mental capacity, causing confusion, disorientation, or temporary stunning.
      • Create temporary illusions or distractions (e.g., Lumigraphic images, phantom sounds, false alarms). Visual: A swirling vortex of light, sound, and distorted images appears around the target area.
    • Neural Takeover (Master): The Thaumaturge temporarily “bridges” their mind to another’s, gaining temporary control over their body while leaving their own vulnerable.
      • Used to force an enemy to fight for them, gather information, or create chaos among enemy ranks.
      • Can be used more subtly, planting a suggestion or causing brief paralysis.
      • Extremely risky—if the link is severed abruptly, both the Thaumaturge and the target suffer significant mental damage. Visual: The Thaumaturge's eyes glow faintly as they establish the link. The target's eyes may also glaze over or flicker.
    • Etheric Link (Master): The Thaumaturge connects two distant objects or beings via an etheric "cable" of energy.
      • Damage or energy applied to one target is partially transferred to the other.
      • Can create unusual effects, such as linking a fireball spell to an enemy starfighter to cause an explosion elsewhere.
      • The cable itself is semi-tangible and can be used to trip or entangle foes. Visual: A shimmering cord of energy connects the two targets, glowing brighter as energy flows through it.
    • Entity Reversion (Master): The Thaumaturge reverts an ally (or themselves) to an earlier “state” within a short time frame (a few seconds).
      • Heals wounds or removes negative conditions by essentially undoing recent events.
      • Cannot undo death but can stabilize those on the brink of death. Visual: A shimmering wave of energy washes over the target, causing them to flicker briefly as their condition is reverted
  • One very funny moment is when he meets with the supreme Runeseer of the Allfather’s children, only for the two to realise as they converse that the Runeseers’ runecraft and divination traditions from Frodheim, ARE thaumaturgy.
  • Meanwhile, at the same time, back in the star system where Entelius’ fleet was, the starships move closer and closer to the flickering lights in the distance, accompanied by Omesurian. They see horned objects with white fur floating, which are then revealed to be… starships. Entelius’ fleet, along with Omesurian (who’s 8,5km tall btw), have just met the The overlords of Drl’vn.
  • Some info on the overlords:
    • the overlords of Drl’vn are a spacefaring, imposing and furred species of the Varnalji, a towering in the frozen world of Ghyirz where they worship their god of Drl’vn. He is a god of fate and decisions, but in a grim matter. Their horned starships are the emptied-out, massive leviathans (which they consider sacred) they slay when they go out in hunts across Ghyirz, which then are surrounded by their Pirests who chant around it so the Leviathans can float and then take the overlords to the stars with their weapons, the horns of their starships.
    • Then they go on long journeys across the star systems of their galaxy, deciding based on the interpretations of Drl’vn’s will by the priests on board of the civilisations they encounter are sufficient or not (sufficient as in worthy of Drl’vn’s creations, aka , themselves)
    • Criteria for passing their tests are:
      • Resilience to nature (and its disasters)
      • Adherence to traditions (but the overlords aren’t fond of stagnation, but they frown upon radical shifts from established norms)
      • Drl'vn is a god of decisions, and the Overlords value civilizations that are decisive and proactive. Indecision, hesitation, or reliance on others is seen as a sign of weakness. They admire civilizations that take charge of their own destiny and aren't afraid to make difficult choicess
    • if not, then the civilization is orbitally bombarded and it’s people are taken to be eaten as the fare for their crews. If yes, then the civilisation is given technological wonders.
    • Info on their priests:
      • The priests wield significant influence within Overlord society. Their interpretations of Drl'vn's will guide the Overlords' decisions regarding other civilizations. They also play a key role in education, law, and other aspects of Overlord culture.
    • The Leviathans:
      • Biology: They are covered in thick, white fur and possess powerful, clawed limbs for navigating the ice and snow. Their heads are adorned with large, curved horns, which are highly prized by the Overlords and used as weapons on their ships. They possess bioluminescent organs that emit a faint blue light, allowing them to see in the dark depths of the frozen oceans.
      • Behavior: They are solitary creatures, fiercely territorial, and incredibly powerful. They are apex predators, feeding on large marine mammals and other creatures that inhabit the frozen waters. They are also highly intelligent and possess a strong sense of self-preservation.
      • Hunting Rituals: The Overlords' hunts for leviathans are elaborate and dangerous affairs. They use specialized icebreakers to navigate the frozen oceans and employ various tactics to lure and capture the creatures. The hunt is a rite of passage for young Overlords and is seen as a demonstration of their strength, skill, and devotion to Drl'vn.
  • And, again at the same time, back on the Vulkatan’s homeworld Fronethus, Ashkaron, after finally killing every single remains Tenebric herald and Ember clan warrior remaining (this took him 2 months but uh, the time-dilation thingy that happens between different points in the universe happened. So yeah.). So he decides to just try and somehow make an interstellar empire from Fronethus. How he’s going to do that without any starships, god knows how
  • And meanwhile, also at the same time, the Archon of the biblioclast scribes revives messages from the scribes who were sent to Assist Ran’kul (now Ashkaron) to find the flamestone crown. He is stunned by Ashkaron, but doesn’t think too much of it. “That dolt is stranded on a planet of volcanoes and magma. He must’ve killed everyone there by now as well. I cannot wait for him to realise that he has no way out and how he has created his own eternal prison.”

Nemithic resurgence

  • At the same time, The retributors’ Archon, Azgun ironskull holds a council with the other archons (in which Xyleon and Hylthar nearly come to blows due to Xyleon constantly wanting to bring back honour to his legion via a fight between the two, cause the black barbarians, according to Xyleon, had lost it at that fight in the arena) he outlines a reorganisation of the fleets of the legions:

    • Ships of the Wrath Bearers favour ramming excessively and are covered in spikes
    • Maaldiric vessel weapons have a vengeful chain reaction:
      • Each hit on a ship increases the destruction a weapon on it causes, as the weapon uses an unknown Nemitherian process to channel the damage inflicted from its ship into an enemy vessel.
    • those starships used by the Kleptomancers dark legion absorb debris and fallen ships to grow stronger in battle and regenerate
    • Starfighter classes of the fleets
      • The Terrorcarver
      • The Darkclaw
      • The Fellclaw
      • The Starcarver
      • The Chaoscarver
      • The Nightcarver
      • The Hellrend
    • Vessels of the fleets, being Nemitherian in nature have a Nemi-aura around them which warps space time and realspace. What this does is make hits from enemy ships almost useless as the shot will either land, or almost certainly be absorbed by the aura, or even be reflected at the shooter itself.
    • Starships of the black barbarians have the flayed skins of their enemies in their hulls
    • Psionic Terrorisers:
      • Each capital ship has a psionic beacon of Terror that projects madness into ships. The terroriser’s range isn’t large, so it works best against nearby starfighters.
    • Here are some unique starships for each legion
      • serpent - tricksters of damnation
      • Presence - the host of spite
      • Rapacity - the Kleptomancers
      • Crestfallen - the forsaken guard
      • Apoplectic - wrath bearers
      • Fulminator - black barbarians
      • Depraved - biblioclast scribes
      • Retaliator - The Retributors
      • Deracinator - The Disintegrators
    • Nemithic Fleet Warships:
    • Nemithic fleet warships are the combat Starships used by the warfleets of the Stygian legions. They, like the armour of the legionnaries they carry, are forged from what is called Nemithic metal (no crystals involved), and the starships themselves are powered by cores who harness black pulsating energy. Below are the warships:
    • Pernicious-Class Escort Ship
      • Small and swift, the Pernicious-Class escort ships are designed to harry enemy starfighters and protect the larger Nemithic vessels. These ships bristle with Ruin Cannons, rapidly disabling enemy shields. Their broad, spined hulls are adorned with dark glyphs that hum ominously, warning of the dark power inside.
    • Sinister-Class Corvette
      • The Sinister-Class corvette is the backbone of the Nemithic fleets’ skirmishing force. Lightly armored but highly maneuverable, these corvettes specialize in surprise attacks and rapid withdrawal. They are primarily equipped with Hellwave Batteries, enabling them to ignite enemy ships in devastating, soul-burning flames.
    • Malice-Class Heavy Corvette
      • Larger and more durable than the Sinister-Class, the Malice-Class heavy corvette is designed to punch above its weight. Armed with Nemithic Bursters, and dual blight canons, these corvettes unleash explosive payloads of Nemithic matter, tearing through hulls and releasing explosive energy that wreaks havoc on enemy ships.
    • Vitriolic-Class Frigate
      • The Vitriolic-Class frigate is a terror on the battlefield. Its sharp, jagged design reflects its role as a precision weapon, slicing through enemy. These frigates are known for their ability to summon aberrations into breached enemy vessels, releasing death within.
    • Dissenter-Class Heavy Frigate
      • A more fortified version of the Vitriolic-Class, the Dissenter-Class heavy frigate serves as a vanguard for Nemithic assaults. It boasts 5 layers of Infernal shielding, and is armed with Ruin canons. This frigate is known for leading boarding actions, ferrying Tenebric heralds into enemy ships.
    • Massacre-Class Destroyer
      • True to its name, the Massacre-Class destroyer is a weapon of unrelenting carnage. Armed with rows of Hellwave Batteries and Ruin Cannons, these destroyers shred shielding and burn their victims alive in a spectacle of annihilation. Their hulking frames are bristling with grotesque ornamentation, resembling a floating cathedral of death.
    • Execrable-Class Heavy Destroyer
      • The Execrable-Class heavy destroyer is a mobile fortress of firepower. Equipped with Blight Cannons, and Nemithic Bursters, these ships excel at punching through enemy capital ships. They are slower than their Massacre-Class counterparts, but their thick, 10 layers of Infernal shielding ensures they survive even the fiercest counterattacks.
    • Perfidious-Class Light Carrier
      • The Perfidious-Class carrier is designed to deploy swarms of fighter craft while maintaining a low profile. Its unusually partly sleek, yet sharp hull houses dozens of launch bays and is protected by Infernal shielding and anarchic canons. The fighters it deploys are tainted with Nemithic energies, ensuring even a small squadron can deal significant damage.
    • Vexatious-Class Carrier
      • The Vexatious-Class carrier serves as a mid-sized carrier capable of sustained combat. Equipped with multiple Hellwave Batteries and blight lances for defense and housing multiple squadrons of Nemithic fighters, these ships are central to fleet engagements. Their glyph-covered hulls pulse with dark energy, instilling fear into all who see them.
    • Invidious-Class Heavy Carrier
      • The Invidious-Class heavy carrier is a rare sight, a massive warship that dwarfs most other ships. It deploys entire wings of fighters while supporting them with Anarchic and ruin Cannons, disabling enemy power systems from long range. The sheer size of these carriers makes them a centerpiece of Nemithic fleets, protected by 12 layers of Infernal shielding.
    • Baleful-Class Light Cruiser
      • The Baleful-Class cruiser is a fast, lightly armed vessel meant for hit-and-run attacks. Using Ruin Cannons and Hellwave Batteries, it disables enemy ships before retreating. Its design features long spires and faintly glowing runes.
    • Vituperative-Class Cruiser
      • The Vituperative-Class cruiser is a dedicated support ship that unleashes volleys of Anarchic Cannons and Nemithic Bursters to disable enemy control systems. Its role is to sow disorder among the enemy fleet, leaving them vulnerable to larger Nemithic ships.
    • Terror-Class Heavy Cruiser
      • The Terror-Class heavy cruiser lives up to its name, devastating enemy formations with batteries of Blight Cannons, Ruin canons and Nemithic Bursters. Its presence on the battlefield inspires dread, as its hull radiates an aura of palpable despair amplified by its psionic terroriser. It is often accompanied by smaller ships that protect it while it focuses on unleashing destruction.
    • Tyrant-Class Light Battlecruiser
      • The Tyrant-Class battlecruiser is a predator of the battlefield, designed to chase down fleeing enemies and cripple their defences. Its imposing frame is armed with Hellwave Batteries, Blight lances and blight canons, and reinforced with 18 layers of Infernal shielding, making it both deadly and durable.
    • Languisher-Class Battlecruiser
      • The Languisher-Class battlecruiser embodies the slow, suffocating advance of the Nemithic fleets. Armed with batteries of Ruin Cannons and Blight Cannons, it slowly grinds down enemy fleets while its aura of despair paralyzes opposition.
    • Opprobrious-Class Heavy Battlecruiser
      • The Opprobrious-Class heavy battlecruiser is a devastating juggernaut. Its massive hull is bristling with Nemithic Bursters, Hellwave canons, Blight lances and Anarchic Cannons, ensuring that no ship in its path survives unscathed. Dark artificers continually chant aboard its decks, feeding its infernal energies.
    • Thaenator-Class Battleship
      • The Thaenator-Class battleship is the crowning jewel of the Nemithic fleet, an avatar of devastation. Armed with the most potent Blight Cannons, Blight lances, Hellwave batteries and Anarchic canons, simultaneously encased in 20 layers of Infernal shielding, this behemoth dominates any battlefield it enters.
    • Armaments of Nemithic fleet warships warships:

      1. Ruin canons - wailing beam canons that shoot energy beams at enemy ships which wear down their shielding.
      2. Hellwave batteries - ship batteries which set enemy starships aflame with an inextinguishable Nemifire that can only be put out by thaumaturges and other such psionic knights aboard, if Of Course there are any aboard the enemy ship.
      3. Nemithic bursters - canons which shoot out shells filled with Nemithic matter that explode into contact Enemy starships
      4. Infernal shielding - unseen shields that act similar to the hravitic protection of theocracy starships, except they’re amalgamations of the souls of those sacrificed onboard by the heralds
      5. blight canons - Canons that fire Nemithic blight that when the projectile impacts the ship, it opens up the gate for aberrations to freely enter and invade from the inside
      6. Blight Lances - Lance version of the blight canons
      7. Anarchic canons - canons which shoot out infernal code beams engineered by dark artificers disable out power and control systems of a starship
    • Nemithic Fleet Structure:

    • The Nemithic fleets are not organized in a rigid, hierarchical structure like the Theocratic Navy. Instead, they operate as loose coalitions of legions, each led by its respective Archon. While Morsvitae and the Dark Pantheon exert overall influence, the Archons have significant autonomy in how they conduct their operations. This often leads to infighting and conflicting objectives, but it also makes the Nemithic fleets unpredictable and difficult to counter.
      • Warfleets: The largest operational units, composed of multiple legions or significant portions thereof. These are typically formed for large-scale invasions or campaigns.
      • Legion Fleets: Formed around a single legion, these fleets operate independently or as part of larger Warfleets.
      • Raider Packs: Smaller, more mobile groups of ships, often consisting of corvettes, frigates, and escorts. These are used for scouting, raiding, and harassing enemy supply lines.
    • General Nemithic Fleet Tactics:
      • Overwhelming Force: The Nemithic fleets generally favor overwhelming force, relying on sheer numbers and brutal firepower to crush their enemies.
      • Terror Tactics: They employ terror tactics to demoralize their opponents, such as broadcasting psionic screams, displaying grotesque trophies, and unleashing aberrations into enemy ships.
      • Disruption and Chaos: The Nemi-aura and Anarchic Cannons are used to disrupt enemy formations, disable their systems, and create chaos on the battlefield.
      • Boarding Actions: The Vitriolic and Dissenter-Class frigates are used to launch boarding actions, unleashing hordes of Tenebric heralds into enemy ships.
      • Attrition Warfare: The Kleptomancers' ability to absorb debris and regenerate allows them to sustain prolonged engagements and wear down their opponents through attrition.
    • (The fleets up until this reorganisation were scattered and didn’t cooperate among each other, and Azgun reorganised them for a more efficient effort against the theocracy)
    • After this reorganisation of the fleets the dark pantheon decides to make their presence more tangible in the theocracy, literally.
    • They create scions, lesser, tangible manifestations of themselves who enter foldspace near a blightzone and join their own respective legions. The scions are:
    • Yllimar, scion of Ytdarr - (Yllimar appears as a mass of shadows btw)
    • Khavul - scion of Oruer
    • Val’dras - scion of Iros
    • Nelidus - scion of Veneta
    • Khorak - scion of Gardor
    • Edroq - scion of Elarus
    • Feldan - scion of Eelia
    • A’sekorr - scion of Maaldir
    • Zsyxem - scion of Dystus
    • The scions, being lesser than the deity who made them, also embody only 1 aspect of them. For example, Khorak is half-insane, so he isn’t always just angry or raging at the wrath bearers for no reason, but converses with their archon.
    • And back on Fronethus, Ashkaron, unsatisfied that he’s trapped in Ran’kul’s body (cause Ashkaron was the god that was sealed in the flamestone crown), begins to excavate ancient ruins of the Vulkatan, and so too committing experiments on the remaining wildlife of the dead planet.
    • At the same time, the overlords finally hail Entelius’ fleet, and Entelius’ fleet hails them. The two fleets converse and share their origins. When the priests of the overlords speak of how they judge civilizations, Entelius and Ryla are taken aback a bit, but what calms them is that the overlords have interest in Omesurian (cause he’s an 8,5 km tall winged anthropomorphic being), and so Entelius explain Omesurian’s creation by Uzhyr, and who Uzhyr is, and the war the theocracy is battling against the dark pantheon. And so, after consideration, the priests judge the theocracy, due to its resilience and technological might, worthy. So the overlords decide to ally with Entelius. They cannot unfortunately find the technate due to Uran possibly being many galaxies away, but the overlords will help Entelius, Ryla, Omesurian, and the Elysian fleet whilst they stay in the overlords’ galaxy (no the overlords haven’t fully conquered it, it’s just the galaxy they originate from with plenty of other species).
    • Vaestron is also sent to the Lawwarch to act as Uzhyr’s direct voice there, so that Vaestron can asses the tribunal and archwarden on the Synaxis and how to manage it, and the refugees.

Tremendous revelation

  • Entelius’ fleet land on Ghyirz where they are greeted by many Varnalji. The two species converse with the Elysians sharing their technology with the Priests of Drl’vn.
  • After some time a day passes and then the overlords decide to go out yet again to pass judgment into a nearby star system. And Entelius, now with the Hebhastun’s glory partially repaired, takes a void-able portion of his fleet along with Omesurian and follows the Leviathan ships
  • After quite a long journey since the Leviathan ships didn’t posses a Foldspace drive and had to be manually moved by Omesurian, they arrive at the system.
  • Entelius convinces an overlord commander of the ships to go near a gas giant of the system to use its gravity to catapult forward to the planet with signs of life, and the overlord does as he says (only cause he was resentful of Entelius’ ships being quite faster than the leviathans, not cause he FULLY trusted Entelius (he trusted him partially which is why he went with the maneuver))
  • And the maneuver succeeds
  • The two fleets and Omesurian hover above the planet, and the Elysians sent a squad of their constructs to assist the Overlords as they descend down to make contact
  • The planet is coarse with many deserts and a few lush jungles
  • After some searching and combating local wildlife (which ended the life of 6 Varnalji warriors and 5 constructs) the squad, at last reaches a temple
  • Where they find an underground city of… Descendants of Lort’zyn. These descendants call themselves ‘Lorthashyn’. A clear (and probably unintended) bastardization of the Lort’zyn’s name through the Lorthashyn’s own history.
  • The overlords (with the help of an Elysian construct created specifically to translate) made initial contact, speaking of wanting to judge the Lorthashyn.
  • Which was followed by then looking around and, through the communion systems of the Elysian constructs, The Hebhastun’s glory on orbit is sent the data, through which Ryla realises that the Lorthashyn are descendant of Lort’zyn.
  • She tells that to Entelius, and though he doesn’t doubt his daughter, he is quite shocked. The level of technology for the supposed descendants is quite below even that of the overlords (knitted fur clothing, paganistic rituals, totems and idols to their supposed gods) and the Lort’zyn seem to have changed drastically to the temperatures, and they have even forgotten who they once wore cause of some great cataclysm (which the Lorthashyn have integrated into their religion, cause that cataclysm was recorded by their own ancestors, who had no knowledge of the original Lort’zyn, and then those records became religion, with the gods in there being actual starships and whatnot), in which as they told of the ‘great cataclysm’, they also spoke about Sky chariots, gods hurling stars at each other, and the very sky aflame
  • And then the constructs and Overlords encounter a Lorthashyn order than shocks Entelius. The Justiciars of Maaldir. Because the Lorthashyn still thought Maaldir was the god of justice, not the fallen god of bitterness that he is now, and worship him.
  • Nonetheless, this historical amnesia was the least of Entelius worries as the priests below still decided to be judges and pass Drl’vn’s judgement to the Lorthashyn.
  • They did judge.
  • And the Lorthashyn did pass, for which the overlords gave the villagers food, and explained to them how to create huts with better architecture and living quarters.
  • Entelius tries to reason with the overlord commander about exploring and discovering the history of this civilisation, as they may have clues about Lort’zyn apparatuses which may help his fleet return back to Uran, or the theocracy. And the commander, now more grateful to Entelius for the Elysians’ assistance in their holy judgments, obliges.
  • The Varnalji priests are sent to converse with the elders of the Lorthashyn on the descendants’ history, whilst the constructs, now with Ryla who went down into orbit, are sent to learn more about the justiciars of Maaldirs, without any hostilities or references to the currently fallen god of bitterness.
  • The elders and the priests are now sat inside a terracotta hut, gathered around and sat on wooden chairs. But the overlords have to unfortunately stand on their legs as one of the priests tried to sit on a chair, but he was so big and heavy that the chair was instantly crushed.
  • After the awkward incident, the elders pardon the priest and finally reveal the Lorthashyn’s history.
  • They talk about ‘Sylor’, their god of prosperity, the sun, harvest, and fertility. They talk of how Sylor once led the ancestors of the Lorthashyn along with many lesser gods in what they call ‘the golden time’. In the golden time the Lorthashyn were mighty and great. They talk of how the deserts of their planet were once vast, gleaming azure oceans full of abundant fish which they hunted to sustain themselves.
  • They talk of how their gods would ride upon steed-less, howling, and vast sky chariots from which they would share illuminating wisdom
  • They talk of how their people lived in prosperity among opulent palaces of gold and magnificent architecture
  • But then they talk of the great cataclysm
  • They talk of ‘Oriol’, Sylor’s brother who held dominion over the ‘realm of the unknown night’, in which he would guard the evil against the pantheon of deities, and the Lorthashyn above (yeah you can see where this is going)
  • They talk of how Oriol became jealous of Sylor’s praise and adoration, and how he began to whisper untruth into the ears of the lesser gods, turning them against Sylor. Then, they speak of how Oriol, with his newfound allies, waged war against Sylor, a war that shook the very foundations of their world.
  • They tell of how the sky was set ablaze, how stars were hurled down from the heavens, how lighting was hurled from and across the heavens, and how the very oceans boiled and evaporated by bows which could fire hails of smiting flame, turning their once-lush world into the deserts it is today.
  • They speak of how Sylor, in his grief and defeat, retreated into the sky, becoming the sun, forever watching over his lost children. And they speak of how Oriol was banished to the ‘true night’, a place beyond even the realm of the unknown night, a place from which he and his darkness could never return.
  • The overlords give their thanks towards the elders and leave the hut, waiting for Ryla
  • Ryla meanwhile is in a chapel of the justiciars
  • The justiciars are simple Lorthashyn, dressed in robes of gray and armed with bows, spears, pikes, and other primitive, unknown and bizarre weapons
  • The two parties converse, with the justiciars resolute and talkative even as the imposing Elysian war constructs stand before them
  • They talk of how they are cultists of Maaldir, whom they refer to as ‘the just’. They, in the same manner as the elders, regale of the golden time, and the great cataclysm.
  • But they add that Maaldir is in fact Sylor’s son, and that Maaldir rests in the clouds, thus the colour of the justiciars’ attire.
  • And they speak of how when the justiciars keep order and safety in the Lorthashyn’s subterranean village it rains many pure, freshwater and that the trees above grow succulent fare. If not, there occurs a lethal drought in which many of the Lorthashyn don’t survive
  • Then they go on and on of how they perform rituals to him, how he is viewed and many more.
  • Meanwhile, aboard the starships, an Elysian battlecruiser, the bright warrior, picks up a signal from the other side of the planet, which aligns with foldspace readings.
  • Entelius’ fleet moves to investigate, and they discover a black, lightless hole that flashes with occasional lightning
  • Entelius concludes that it must be some sort of gate to a foldspace road, but he decides it must be tested
  • The Hebhastun’s glory approaches it at a safe distance, and launch a source transmitter into the hole
  • The transmitter’s signal is initially stable, but then it vanishes, as if via assault.
  • However the transmitter down affirm Foldspace energies emanating from it inside itself, and so it is indeed a Foldspace gate. But Entelius decides to gather his forces before leaving.
  • The overlords and Ryla part ways with the Lorthashyn, but leave a contingent of Constructs to help guide the Lorthashyn in the ways of technology
  • And as the fleet along with Omesurian returns back to Ghyirz, they rejoin with the previously damaged Elysian ships which are now repaired. Before Entelius leaves however the Overlords hold a grand feast in honor of the Elysians leaving, and to thank Entelius for the technology the Elysians shared with them.
  • The next morning, after leaving a group of Technomancers, gear hierophants, and labour constructs to assist the Overlords on their judging in the overlords’ home galaxy, the ships rise and travel back to the Lorthashyn planet.
  • They finally arrive at the hole and enter, with Omesurian darting into it first followed by the Hebhastun’s glory and the other starships in his fleet
  • As they enter they see no light, save for the lightning bolts that strike at the edges of the hole.
  • As all seems calm, suddenly on a room aboard on the carrier ‘roaring forge’ appears a shadow being. Soon it multiplies.
  • All over the cruiser and the fleet these dark entities appear.
  • And then they attack.
  • Command rooms and crewman fight tooth and nail as these creatures flood their starships.
  • The Hebhastun’s glory initially holds its own due to its massive crew, but as it nears to leave past the gate and into the road the situation worsens.
  • Bodies pile up and there’s chaos.
  • Tendrils extended from the gate itself and grab starships.
  • Omesurian sees this and he rushes to fight off the tentacles. But as hasty as he is there are simply more than he can cut.
  • Evacuation pods all flock to the larger ships one by one, creating chaos as the Elysians try to save themselves.
  • Even starfighters are deployed to fend off the tendrils. But even in those tight cockpits the beings appear and attack
  • However as the battle worsens the ships near the exit quickly and more quickly.
  • At last, after a deathly escape, the Hebhastun’s glory, partially battered but not destroyed emerges.
  • Flames flare from holes in its massive hull. Likewise for the trio is surviving ships that escaped.
  • Now in foldspace communication is at last established again.
  • At the command room of the Hebhastun’s glory Entelius, Ryla, and a few Cog Magi are scanning the flagship and the starships. The damage to the corvette and destroyer near the Roaring forge are allocated to the Hebhastun’s glory via teleportation, whilst the cruiser itself begins to be repaired by its Gear hieropahnts.
  • As the last of the Elysians are moved, the corvette and destroyer explode, leaving only the Hebhastun’s glory and Roaring forge to find a way back

Notes:

  • The Deipurae are bound to Zyon, unless Uzhyr orders them to leave. They commune with those outside it through Lumigraphic systems.
  • Shard weapons are the Main weaponry of the Messianic legions
  • my setting has no humans
  • The Theocracy’s only territory is the plateau, the universe exists and is much bigger than the plateau, but the theocracy doesn’t expand.
  • Even seeing aberrations drives people insane. (They just shriek and start to enter mania)
  • The Elysians use their great psionic powers to build all their machines and technology because they’re deeply paranoid of such powers.
  • Uzhyr and Morsvitae’s relationship abridged: Both were Originally cooperative, and Uzhyr even loved her. But over time Uzhyr saw Morsvitae as pernicious, now he seeks total safe and stagnant order while Morsvitae embraces entropy, destructive and transformative, however Morsvitae holds no malice against Uzhyr, just the stagnation his order will lead too, whilst Uzhyr blames all of the war on Morsvitae, as she was the one who led the dark pantheon to attack first.
  • the legions are absolutely loyal to Uzhyr. They have not even the slightest thought of trechary.
  • Idris is also absolutely loyal to him, for Uzhyr conversed with him in the past about the past of the universe as if Idris were his confidant, and Idris, having spoken to a literal creator dirty of the universe, knows it will be very beneficial if the Technate and their war constructs support the theocracy
  • When they were first making the universe Uzhyr and Morsvitae made a pact, entwined into the fabric of reality and sealed with both of their powers. This pact forbids the two for fighting, or else the universe will be destroyed, and now, at the time of the war, the pact has less than 20 thousand years remaining.