By Tooth And Claw Dragons
World of Kurai
Tatakai Kidochi Noshinka Isekikuni Shinigami

Click on any of the names to be taken to the page of that continent.


Rituals for this Realm

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Common Knowledge Realm Connections Space and Stars Timezones Local Plantlife Trade Specialties Currency Accents Religion Politics Military

Realm of Demons

Kurai is a place unlike any other; tainted by a war between the gods, it houses the unique race of demons, split into four Kingdoms and ruled by their corresponding gods. These Kingdoms are War, Famine, Death, and Pestilence; their patron gods respectively are Neiren, Zailen, Lethias, and Orphethas. Here, there are no stars in the sky nor sun to give light to the land - instead, when the bloody moon rises, it is considered day, and when the true darkness falls and the moon disappears over the horizon, it is called night.

Acid rain falls from the sky, watering silvery grass and large, leafless white trees. Flowers found in the Demon Realm are poisonous, and the rain and snow is black as night, both mildly acidic to those without demon blood. Crops are often silver, white, or grey, and have a spicy, acrid tang to them, difficult for non-demons to get used to enough to eat in other Realms where such crops may be exported. The dirt is black, stained by countless years of obsidian rain, though in the light of the moon, the entire Realm gains an eerie red tint. Beneath the all-poweful Lords of the four Kingdoms are the packs of hellwolves that serve them, who patrol the boundaries of their respective Kingdom, save for the purple-eyed outcasts that can call no place truly home. Lesser, twisted demons are great in number, and are often hunted to control their numbers. Animals exist here, as well, serving as prey for the demons who dwell in Kurai, while humans are brought in and bred as food for both Death and War, called 'human cattle' and kept in special prisons where escape often leads to death.

Common Knowledge

Here is a listing of factions, native species, fauna and flora that can commonly be found in this Realm. Keep in mind, however, that these are not the only things that may be found within Kurai; different groups may travel, many species can be found abroad, and flora/fauna can be transferred with ease.

Mage Order Wolf Packs
Demon Hellwolf Kirin Shar
Common Fauna Common Flora
Realm Connections

The Markers of Kurai that tie the Realm to the Void and to its balance, Felnova, are frozen and indestructible, hidden away far beneath the black surface of Kurai's earth. Thusly, portal travel is restricted more than any other Realm, and is impossible away from the revered Hellgates, which act as Kurai's unique form of interrealm travel.

While portaling into Kurai can be done from anywhere in any other Realm to anywhere outside of the Fortresses, creating a portal away from a Hellgate will always result in failure*.

Kurai Marker Locations ::
Marker 1
Guardian: N/A
Location: N/A
Marker 2
Guardian: N/A
Location: N/A
Marker 3
Guardian: N/A
Location: N/A
Marker 4
Guardian: N/A
Location: N/A





The Hellgates of Kurai are scattered across the Realm; usually, there are four per Kingdom, though several are somewhat close together in Tatakai. Each Hellgate looks like a large, black obelisk covered in Demonic runes. These runes glow with the color of their Kingdom - red for Death, green for Famine, gold for Pestilence, and blue for War. Their general locations, what landmarks or cities they're closest to, will be listed below. Do note that any near cities are usually not within sight; most are several leagues from the closest known and named location.

Death Hellgates: Bonemask Woods || Death Castle || Kage No Bōei || Moonless Swamp.

Famine Hellgates: Proudscale Peak || Famine Fortress || Shokku No Kage || Darklilly Plain.

Pestilence Hellgates: Mahotsu-Sento || Pestilence Castle || Everfrost || Mount Hari.

War Hellgates: Arashikami || War Fortress || Ribaiasan Lake || Forbidden Lake.

* Remember that portal travel in Kurai does not affect gods, Ethers, Sages, or demon Lords.


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Space and Stars

Kurai Constellations click on the link above to learn about this Realm's constellations!

Kurai is a Realm without Realm stars; a Realm where Void stars are very, very faint even on the clearest nights. Kurai has no sun, and darkness reigns over the land save for the single, scarlet moon, called Chi’mun in demontongue.

Their ‘days’ are marked by the moonrise and moonset, and function much like another Realm’s day and night. Nights are pitch black and completely lightless, save for the very faint light of very few constellations. Clouds are as black as onyx, and can be thick enough to completely blot out the moon during storms. It's said that Kurai used to have twin silver moons and a bright sun, but the moons were destroyed and this, current, moon is but a flawed and broken sun.

Space inside the Veil of Kurai’s Realm Sphere is extensively nebulous, and holds an odd red aura not found in any other Realm. As no Realm stars can be found inside of it, it appears very dark to those on the surface of the planet, and the nebulae often blocks Void stars from view. When they can be seen, it is faint, and often considered an omen of good fortune.


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Timezones
1. Sensou time. 2. Kokkyotoshi time. 3. Mahotsu-Sento time. 4. Kage No Bōei time. 5. Demonseal time. 6. Proudscale time. 7. Shokku No Kage time. 8. Bloodsea time.

This Realm's day/night cycle is split into eight distinct timezones, named for a notable city or landmark in that zone to differentiate from others in common speech. These timezones are split into eight sections due to time of day to avoid using numbered hours. They are as follows: dawn, midmorning, noon, afternoon, dusk, night, midnight, and predawn. Read more about the timezones on the time page and the current conditions thread.

Alone among the Realms, Kurai has no true sun, as Chi'mun is considered a moon. Moonrise and moonset mark the limits of their red-lit 'daylight' hours. While Chi'mun travels in a dependable pattern across the sky, thick clouds can sometimes obscure it, plunging the Realm into an ongoing night.

While no greater gods live within Kurai, the lesser Four are able to subtly alter the pattern of time, though this is very rare and very brief.


Click on the title to show information about this Realm's timezones!

Local Plantlife

Kurai has a very limited scope of known plants and trees; they are unique, and very specific. Look at the table below for more.


commonly found;; As no trees hold leaves in Kurai, most cannot be accurately verified as to what species they may be. However, most of Kurai's trees belong to the oak family, as well as dead sagebrush, and bonsa trees. Grass is commonly long and ragged, silver in color, and easily able to hide the gleaming argenryf in its midst. Karrak trees are also common, leafless and waiting for unsuspecting prey to wander by. Bloodlillies are also common, though other flowers have long since been lost to the harsh, acidic rain and lack of sunlight.
rarely found;; Coniferous trees and evergreens, both appearing dead, with white bark, can rarely be seen in the northern portions of Famine territory, but otherwise are absent from the rest of the Realm.
doesn't exist;; The more leafy plants, such as palm trees, ferns, flowers, and other such flora cannot exist here.


Click on the title to show information about this Realm's common flora!

Trade Specialties

As such a unique Realm, Kurai is home to a number of unique and highly sought-after materials, crops, and items, owing to the world's corrosive rain and scarlet bloodwater. Most crops, such as Kurai rice and demoncorn, are white and silver with bloody red or pink centers, very few or no leaves, and sharp, rough outer surfaces. Crops grown have a spicy, acrid taste, and some may be poisonous to non-demons. Bloodwater is often sold as a drink at many inns and bars in multple Realms, mostly to demon or vampire patrons (or any others with a taste for blood).

White wood and bloodstained wood are common, but expensive, commodities, used to build exotic homes and manors in other Realms. Kurai obsidian, acidic to the touch, is also a common building material able to be sold, though very difficult to quarry and even more difficult to build with, due to the inefficiency and difficulty in removing the acidic content for long enough to transport and build with. Mostly, these items are used in curtain walls and places that should not be easily accessed, and are usually enchanted further to allow whomever the owner deems necessary to pass.

Trinkets involving the bones of slain minor demons, usually teeth, horns, and claws, are popular, and demonbone weapons are very popular among orc and dark elf warriors. Poisons and antitoxins crafted by Pestilence demons are sold to outside merchants for a hefty price, where the ingredients for these are popular among alchemists and potion-crafters, including parts of bloodlillies, karrak bark, and a variety of other things. Enchanted items from Famine bring in large sums, where Death specializes in deadly tomes of dark magic and a large slave trade. War focuses around advanced weaponry and armor, crafted by skilled smiths with a variety of metals and materials, including demonbone, dragonbone, and the scales and hide of many different creatures.


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Currency

The currency in Kurai is called the zen, and is equivalent to the Allied Realms' jaden in worth and basic value, though they are somewhat more valuable. They come in four denominations, much like jaden: the bronze coin, the silver coin, the gold coin, and the platinum coin. Each coin has a name, and these names have been shortened over time from their original labels; sh'gon was once sheigon, syen was once sheiyen, sh'jin was once sheijin, and sh'bo was once sheibuo. These are known to have been crafted from the Demonic word for 'spirit' and the name of the coin's metal.

BRONZE: SH'GON (1z)
SILVER: SYEN (50z)
GOLD: SH'JIN (100z)
PLATINUM: SH'BO (150z)



The conversion rate for zen to USD is 1 zen = 25 cents.

Average prices for common objects are listed below:

Loaf of bread; 25 zen.
Sack of potatoes; 60 zen.
Carrot; 90 zen.
A pig;; 250 zen.
A chicken; 70 zen.
Horse; 7000 zen.
Average-quality sword; 4000 zen.
Wooden shield; 500 zen.
Steel plate armor; 2100 zen.
Building block; 100 zen per ton.
Wooden log; 100 zen.
Average rent; 400 zen per month.

The average amount of pay for a small job (guards, on-contract builders, shoemakers, etc) is 800 to 2000 per month plus whatever other jobs they may take (bread-making, masonry, something not on a salary) which is paid for per-job and varies greatly.


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Accents and Dialects

Those who speak Common in this Realm often have location-based, regional accents. For ease of understanding, these accent names will be very loose, and will be referred to by their Earthrealm names! However, many of these accents may have Realm-based or the name of their region to refer to in-universe. Please do not use the Earthrealm language names ICly. Thanks!

In the war-ravaged Realm of Kurai, many creatures speak Demonic, a language often considered aggressive and harsh by those who fail to appreciate its subtleties. As the language of Demonic share many similarities with Earthrealm Japanese, Korean, Chinese, and Mongolian, the regional accents are much the same. As with the old Earthrealm languages, Kurai has seen many wars and its accents have been influenced by its connection to other worlds.

In the southwest, on Isekikuni, Demonic accents have not changed greatly and are said to be the most true to original Demonic dialects. Their accents are closest to Earthrealm Japanese. Most living in this region pride themselves on not having an accent at all, though much of the rest of the Realm would, naturally, disagree.

To the north of Isekikuni, in Kodichi, Demonic has been influenced much more by common languages and thus their accents have been altered accordingly. Often, words from other languages - such as Common - are thickly accented, used with strong Demonic pronunciation and intonation. Accents in this region sound very much like Earthrealm Japanese, but have some similarities to Earthrealm Korean and Chinese. The accent of Kodichi is most commonly recognized by travelers.

Shinigami, to the southeast, has the most variety in its accents. Due to separation by mountain and sea, most regions are isolated and have developed distinct accents. Most are some combination of Earthrealm Japanese and Korean. Within Shinigami, it takes little more than a syllable to determine an individual’s origin. Many from the locales of Shinigami will pretend to be unable to understand those from different regions, particularly those with which they have unstable relationships.

The land of Noshinka has the second-most distinct accent in Kurai, though most consider it to be very distinct from the Demonic spoken in Kodichi. It is remarked to be more pleasant on the ears of those traveling from other Realms, but is not necessarily respected by those from other parts of Kurai. IIt sounds most like Earthrealm Japanese, as well as Earthrealm Chinese, and Mongolian.

Speakers of the accents of Tatakai are perceived as impatient and aggressive. The accent is similar to that of Isekikuni in that it stays true to an older Demonic, but has some relationship to Earthrealm Korean. More often than not, things are put more bluntly in this dialect and insults likely have a sharper bite.


Click on the title to show information on this Realm's accents and dialects!

Religion

Kuraian religion is unique in that not only do they worship the four demonic gods - Lethias of Death, Zailen of Famine, Orphethas of Pestilence, and Neiren of War - but also see a form of unique, elemental animism in which elemental spirits inhabit all things. They believe that the elements are integral to life, and thus life is full of the elements. The gods have bestowed these spiritual elements upon all things, and to respect and honor them is to respect and honor the gods.

For example, a traveling demon may give thanks to the spirit of a tree for shelter, or the spirit of fire for warmth. They may leave offerings at a temple for the spirit of earth that inhabits the stone and wood of its construction, and pray to the spirit of wind to propel a ship across the bloodwater. It is also believed that the gods each have multiple elemental spirits residing within them, though the belief in which ones may differ from religion to religion.

Unlike the gods in most other Realms, the demonic Four do not shy from divine retribution, so long as it is within their own Realm. Should an individual openly mock them, defy them, or otherwise offend them, these gods may strike the offender down either personally or with their own followers. They do not, however, strike at each other's demons - as to do so is to invite a war with another god, and such wars have proven devastating in the past.

These four faiths are held by the majority of all who dwell in Kurai; demons, their subspecies and variants, and most other Kuraian denizens. However, some species express their worship in different ways, and others may not hold the same strong beliefs as demons wholeheartedly devoted.

There exist a number of buildings unique to Kuraian religion, found scattered across Kurai. Temples are large, usually found in cities, with the largest in each Kingdom found within that Kingdom's Fortress or Castle. These temples have up to four shrines, where the largest always has four; this is also where the Supreme Priest dwells. Monasteries are of a medium size, and are known to be places of study and meditation. These are found in places without temples, and always have at least one shrine. Shrines are small places of worship, protected by shrine wardens and kept by shrine maidens, scattered about Kurai. They take various shapes and designs, but can be found in the most bustling of cities or the most remote of places. Altars refer to the small places within shrines and homes where tribute and offerings are made to the gods and spirits.

Religion of Death: Kensh no Chitsujo

Worshipful Races: demons and other Kuraians in the Kingdom of Death. Primarily Worshiped In: Tatakai, Shinigami.

Known to outsiders as the Order of the Wolf. Referred to by some, often the most zealous among Death demons, as Lethias' Peace.

It is well known that Death demons must kill a sentient individual periodically to survive; and this has had a grand influence in the way they view the world and their goddess' place in it. Where Lethias embodies both death and peace, many have taken it as meaning peace through death - though not all. Most demons view their time among the living as a chance at making themselves a worthy offering to the goddess when their time eventually comes, and it is a commonly held belief that a demon's immortal lifespan is simply a way for Lethias to give them as many years to prove themselves as possible.

The killing of another - in hunt, war, assassination, or any other reason - is seen as a religious offering to not only their own survival, but to the goddess herself. Prayers to Lethias are commonplace after a kill among Death demons, offering their skillful slaying of their foe for the goddess to review and the soul for her own claiming. The only Death demons that do not do this are Reapers, and they are seen with some disapproval by the most zealous of their race.

Some of the most fanatical disdain the idea of keeping slaves around to satisfy their need to kill, believing such to be unworthy both of themselves and of Lethias.

Dragons, rare in the Kingdom of Death, embrace Lethias' values of peace - but not in the ways that demons do. They believe the spirits of the lands and gods must be held in balance, and through balance will come peace. These eastern dragons protect this balance with a ruthlessness that could match any demon's, though their views on what the balance may be and differs from clan to clan and individual to individual.


Ridnam-Zaishi (Supreme Priest/Priestess): Head of the largest Temple. Oversees not only the goings on of that particular Temple within the Fortress/Castle, but also advises other priests who need his or her input. Considered the chosen of their Kingdom's god. Always a n'vaen demon.
Zaishi (Priest/Priestess): The religious head of smaller temples and monasteries. Can be any species of Kuraian origin, but generally is an upper class when demon.
Mhijyn (Ritualist): Oversees religious rituals. At least one ritualist dwells in each temple and monastery. Can be any class and species of Kuraian origin.
Junrei-Ridnam (Pilgrimage Leader): Oversees pilgrims who travel from temple to temple; makes sure they are prepared, have supplies, have done the proper rites, etc. At least one in every temple. Can be of any class and species of Kuraian origin.
Miko (Shrine Maiden): Junior female members of the faith. Help priests and other religious leaders (when in a temple), keeps shrines and altars clean and organized, aids worshipers with their offerings, etc.
Miiken (Shrine Warden): Junior male members of the faith. Protect shrines and altars, drive away threats, and guard those who visit the shrines from Kuraian dangers.

Religion of Famine: Raion no Khumyr

Worshipful Races: demons and other Kuraians in the Kingdom of Famine. Primarily Worshiped In: Tatakai, Noshinka.

Known to outsiders as the Pride of the Lion.

The Raion no Khumyr is a religion styled not only after their god, Zailen, but also around nobility, pride, and compassion for their fellow Famine demon. Priests of Famine teach that the glorification of their Kingdom is everything, and by helping other demons in that Kingdom, you are furthering yourself in the eyes of Zailen. However, they also teach that the god is proud only in those he rules - so while one might gain favor by saving the life of another Famine demon, the god will ignore the saving of another species.

Familial loyalty is also very important in Famine religion. To honor and protect one's family is seen to be just as important as protecting the denizens of one's Kingdom, in the eyes of both priesthood and Zailen himself. Betrayal of one's family is seen as one of the highest crimes, and may be punishable by death. However, for the worst offenders, a Famine demon may be ordered to slay their criminal kin and return honor to their family and Kingdom alike.

Many Famine demons adhere to the belief of sacred spirits, and small temples, shrines, and tribute altars can be found scattered throughout the Kingdom. Daily prayer rituals - not only to Zailen, but also the spirits - are very common among demons and other Kuraian races alike. Other prayers and offerings are made before important decisions or events, asking the favor of both god and elements before such things come to pass.

Eastern dragons, being more numerous in Famine territory due to their protected status, hold their own views on Zailen and Kuraian religion. While they do not believe as much in the sacred spirits, they do revere Zailen and often leave tribute at shrines and altars for him in thanks for his Kingdom's protection. They are far kinder and more generous than eastern dragons located in other Kingdoms, and priests of Zailen with draconic heritage often preach of altruism and hospitality to all beings, not just dragons or demons.

It is a long-known fact that kirin were created as a sapient prey species; a way to test the hunting skills of Famine demons, and to a lesser extent, of other Kingdom demons. The kirin largely accept this, but see it as honoring Zailen by defying their intended purpose and posing as much of a challenge to hunters as they possibly can.


Ridnam-Zaishi (Supreme Priest/Priestess): Head of the largest Temple. Oversees not only the goings on of that particular Temple within the Fortress/Castle, but also advises other priests who need his or her input. Considered the chosen of their Kingdom's god. Always a n'vaen demon.
Zaishi (Priest/Priestess): The religious head of smaller temples and monasteries. Can be any species of Kuraian origin, but generally is an upper class when demon.
Mhijyn (Ritualist): Oversees religious rituals. At least one ritualist dwells in each temple and monastery. Can be any class and species of Kuraian origin.
Junrei-Ridnam (Pilgrimage Leader): Oversees pilgrims who travel from temple to temple; makes sure they are prepared, have supplies, have done the proper rites, etc. At least one in every temple. Can be of any class and species of Kuraian origin.
Miko (Shrine Maiden): Junior female members of the faith. Help priests and other religious leaders (when in a temple), keeps shrines and altars clean and organized, aids worshipers with their offerings, etc.
Miiken (Shrine Warden): Junior male members of the faith. Protect shrines and altars, drive away threats, and guard those who visit the shrines from Kuraian dangers.

Religion of Pestilence: Hoku no Shinja

Worshipful Races: demons and other Kuraians in the Kingdom of Pestilence. Primarily Worshiped In: Tatakai, Kidochi.

Known to outsiders as the Followers of the Hawk, or Orphethas' Faith.

The followers of Orphethas embody patience and cunning in their religion. Patience to await the opportune moments to further one's self, or one's fellows, and cunning enough to recognize the opportune moments for what they are. Those who show intelligence to lift themselves out of troubling circumstances, who seek knowledge over strength, and who seek to better themselves gain favor with their god.

Those in the Hoku no Shinja who are born with less than adequate intelligence, no matter their class, are often looked down upon by the followers of Orphethas' religion. Mistakes made are near sinful in the eyes of the priesthood, and word of such mistakes may spread like wildfire throughout the Kingdom, often leading to ostracization and the branding of unworthiness by their fellows. However, those who work with mistakes and come out ahead are often able to regain their standing, if not improve it overall.

Belief in the sacred spirits varies among the Kingdom of Orphethas' reign; while the majority accept common Kuraian ideology that there exist elemental spirits in all things, this often differs slightly from the norm. For example, the majority of Pestilence demons not only believe in elemental spirits, but also those that embody various other things.

Most Pestilence demons hold the belief that some spirits are to be honored, others merely respected, and some to be avoided or appeased. Where many Kuraians honor all of the sacred spirits, Pestilence demons simply respect most of the natural, elemental spirits most others deem divine. However, any that embody knowledge, survival, and those found within books, tools, and other such things are revered. Things that are detrimental to these - such as corruption, crop mold or rot - are either avoided or simply appeased.

Those eastern dragons located in Pestilence territory honor Orphethas in their own way. While the demons do not provoke them and they don't generally interfere with the goings-on of the Kingdoms, they revere the Hawk as a symbol of power and knowledge. Offerings include copies of books burned with incense to the heavens, though books that are either originals or where there exist no other copies may bring down the wrath of the god. They do not believe in the elemental spirits inhabiting things as their Pestilence demon neighbors may.


Ridnam-Zaishi (Supreme Priest/Priestess): Head of the largest Temple. Oversees not only the goings on of that particular Temple within the Fortress/Castle, but also advises other priests who need his or her input. Considered the chosen of their Kingdom's god. Always a n'vaen demon.
Zaishi (Priest/Priestess): The religious head of smaller temples and monasteries. Can be any species of Kuraian origin, but generally is an upper class when demon.
Mhijyn (Ritualist): Oversees religious rituals. At least one ritualist dwells in each temple and monastery. Can be any class and species of Kuraian origin.
Junrei-Ridnam (Pilgrimage Leader): Oversees pilgrims who travel from temple to temple; makes sure they are prepared, have supplies, have done the proper rites, etc. At least one in every temple. Can be of any class and species of Kuraian origin.
Miko (Shrine Maiden): Junior female members of the faith. Help priests and other religious leaders (when in a temple), keeps shrines and altars clean and organized, aids worshipers with their offerings, etc.
Miiken (Shrine Warden): Junior male members of the faith. Protect shrines and altars, drive away threats, and guard those who visit the shrines from Kuraian dangers.

Religion of War: Abr'nil no Shinko

Worshipful Races: demons and other Kuraians in the Kingdom of War. Primarily Worshiped In: Tatakai, Isekikuni.

Known to outsiders as the Faith of the Dragon.

War demons hold honor and integrity over all in honoring Neiren and the spirits all around them. Battle, both to the death and otherwise, is considered one of the greatest opportunities to show Neiren their strength and fortitude, so long as it is done honorably. Dishonor is tantamount to betrayal in religious circles, and those who are seen without honor rarely are able to recover their standing.

On the flip side, War demons also revere Neiren's affinity for love; to pairbond is a sacred thing, and the breaking of such often leads to the hunting of whatever individual initiated the break. More casual intimacy, as well as traditional marriage, are both commonplace, and many War demons do not shy from passion - including the advances of succubi or incubi, which are a large part of many War settlements. Children born of brief passions may be handed over to the priesthood to raise, and most of these become deeply involved within the Abr'nil no Shinko throughout their lives.

Most, if not all, War demons believe in the sacred spirits. They worship strong, destructive elements over all, and often believe their weapons or armor to have a life of their own - especially when enchanted by fire, lightning, or ice spells. Many a home in the War Kingdom has a shrine that holds one or more family heirloom that is a weapon or piece of armor, and the most prestigious temples hold many such altars wreathed with tools of battle of every sort imaginable.

Similarly to Death, many religious War demons detest the taking of blood from slaves, and would rather win it through hunting, battle, or even that of loved ones should they need to and bloodwater is not readily available. They believe the blood of slaves is filled with corrupted essence, and that true strength comes from drinking that of a strong opponent. They commonly hold the belief that the blood holds a great part of one's spirit, and those who do not win blood honorably have weak blood and, therefore, are weak of body and soul.

Rarest of all eastern dragons, as they are still actively hunted by War demon and hellwolf alike, the dragons that dwell within their hidden territories in this Kingdom do not revere Neiren, despite her being a dragon. However, they do not seek to disrupt her worship or openly oppose her either, as this invites no little devastation. They accept that she exists along with the other gods, and that they are divine beings - but they worship the Five and Ten in secret, far from prying eyes.


Ridnam-Zaishi (Supreme Priest/Priestess): Head of the largest Temple. Oversees not only the goings on of that particular Temple within the Fortress/Castle, but also advises other priests who need his or her input. Considered the chosen of their Kingdom's god. Always a n'vaen demon.
Zaishi (Priest/Priestess): The religious head of smaller temples and monasteries. Can be any species of Kuraian origin, but generally is an upper class when demon.
Mhijyn (Ritualist): Oversees religious rituals. At least one ritualist dwells in each temple and monastery. Can be any class and species of Kuraian origin.
Junrei-Ridnam (Pilgrimage Leader): Oversees pilgrims who travel from temple to temple; makes sure they are prepared, have supplies, have done the proper rites, etc. At least one in every temple. Can be of any class and species of Kuraian origin.
Miko (Shrine Maiden): Junior female members of the faith. Help priests and other religious leaders (when in a temple), keeps shrines and altars clean and organized, aids worshipers with their offerings, etc.
Miiken (Shrine Warden): Junior male members of the faith. Protect shrines and altars, drive away threats, and guard those who visit the shrines from Kuraian dangers.



Click on the title to show information on this Realm's religions!

Politics

The Realm of Demons is led and controlled by four very powerful Lords (a term that stays the same no matter a Lord's gender), and, very rarely, a Demon King. Each Lord is the leader of their bloodbound Kingdom, either Pestilence, Famine, War, or Death, either of their original reigning bloodline or one newly granted the gift of royalty through their leading god; this is called the Ascension, and each is different from the other Kingdoms. Each Kingdom has nobles, clan leaders, and tribe leaders that are referred to by a variety of terms (for example, the clan leaders of the Kingdom of Famine are known as Shoguns), each differing by region and the Kingdom itself. All are strict monarchies, though the intricacies of how each operates is unique to that Kingdom alone.

A Demon King can be of any Kingdom, provided that they are a royal themselves, and are able to harvest a hundred strong souls to take the fabled Silver Throne. Because of a King's power, the Silver Throne is guarded by a copse of nigh-impenetrable, interwoven trees, said to be watched over by silver-eye hellwolves. Many oppose the idea of a King for their overbearing power, being stronger than most Ethers, and so many who have tried to claim the throne have been slain either before it's been taken, or just after Kingship has been obtained. A King does not follow the rules of the four Kingdoms' politics, and often creates their own political system upon taking power. Similarly to the Lords, a King does not have to be male, though the term is used regardless of gender.

Death Politics

Current Capital: Death Castle. Nation: Death.

Death's monarchical political structure isn't so rigid as that of War, nor as flexible as Pestilence, let alone Famine. Family connections are as important as personal competence, and those who fail to meet expected standards often tend to mysteriously end up dead.

Ranking officials are often caught up in a cloak and dagger contest with one another as they maneuver for power and influence. While publicly killing a rival or a superior is frowned upon, doing away with them in secret, and getting away with it, is applauded.


Lord: the top authority in Death. while no demon could or would dare to challenge Death's Lord face to face, the ruling Lord is expected to be capable of protecting themselves. as with all Lords, their word is law.
Lord's Shadow: rumored to be the head of the near-mythical Zeishin, the Shadow is equal parts adviser, strategist, and spymaster for Death's Lord.
Shogun: heads of the various Orders of Death's military, as well as city leaders. they answer only to their Lord.
Clan Chief: leaders of important Clans within Death's hierarchy, ranked below shoguns, but largely independent aside from their loyalty to their Lord.
Kanrei: magistrates tasked with assisting shoguns posted in cities. many of the daily tasks involved in city governing is left to them.
Kenin: minor officials who assist shoguns and kanrei. many kenin are also assassins sworn to put an end to corrupt officials swiftly and silently.

Famine Politics

Current Capital: Famine Fortress. Nation: Famine.

Unlike much of Kurai, Famine takes much influence in its politics from other Realms; as such, while still considered an autocratic monarchy, this Kingdom has roles not found within others and is missing select ranks from other, neighboring nations. Led by a Lord of royal Famine blood, and served by a council of the upper nobility, shoguns, and generals.

Compared to other Kuraian governments, Famine is led more loosely and diplomatically than usual. The Lords of Famine have traditionally been accepting of other opinions, and work together with their followers for what benefits their people the most. Other Kingdoms may view this as lazy and irresponsible, but leaders stress that this creates a true loyalty of followers that other Kingdoms cannot claim. They are also much more accepting of lower-class demons and hellwolves in upper ranks than any other Kingdom.


Lord: overall leader of the Famine Kingdom, always a royalblood of demon descent from the Famine family line; one of the last remaining original bloodlines left in Kurai. his or her word is law, and cannot be opposed or resisted by any of Famine heritage. similar rank to other Realms' monarchs.
Lord's Talon: the right hand of the Lord, acting as senechal, spymaster, and/or close advisor. may also act as a bodyguard when the Lord travels. varies from Lord to Lord.
Generals: commanders of the Famine armies. organize and lead the Order of Hikari and the sheizi shinobi, as well as the royal Kuhtal pack, bridging the gap between various faction leaders. often form communication pathways between these facets of the Famine military, and the Lord him- or herself.
Shoguns: leaders of the Famine Clans. provides military assistance and serves as advisory positions when needed; often assists the Lord's Talon in a variety of things. primarily oversees the training of Clan members for the military ranks.
Chiefs: tribal leaders, often heads of important families within the Clans. while they do not have the power of a shogun, and are similar in rank to the highest nobles, they are said to hold Zailen's favor. commonly zaishi in religious rank before being elected to chief.
Nobles: an assortment of nobility (including but not limited to dukes, earls, counts, viscounts, barons, etc) who have sworn loyalty to their Lord, and either govern small territories, cities, estates, or dwell within the Fortress itself. top nobility forms a council to which the Lord may seek advice from or delegate tasks to, assisting the Lord's Talon, generals, and shoguns with many things.
Ambassadors: trusted officials who establish and maintain diplomatic ties with other countries. often a high-ranking demon or hellwolf.

Pestilence Politics

Current Capital: Pestilence Castle. Nation: Pestilence.

Pestilence, like the other Kuraian governments, is an autocratic monarchy, with the Lord as the undisputed authority. Traditionally, the reigning Lord's family will fill high ranks in the government where applicable, while the rest of the government positions are awarded based solely off of merit, though it is rare for low-born demons to rise to the highest ranks.

While it is possible for Pestilence demons to rise solely on their own merits, it is also possible for them to just as easily lose their positions by failing to perform their duties in an acceptable manner. As a result, Pestilence government positions often fluctuate.

Pestilence is the only Kingdom that has, traditionally, not had Lordship passed from parent to offspring - therefore, Lordship is not automatically inherited upon a Lord's death, even if a Lord should have viable royal offspring. However, this does require the direct action of the god of Pestilence, Orphethas, and if he does not approve of the Lord's choice, the eldest and/or most powerful son or daughter will be chosen instead.


Lord: overall ruler of all Pestilence lands and demons. while occasionally a Pestilence Lord has named a successor who has actually succeeded them, it is more common for an unrelated demon to rise to Lordship. as with other Demon Lords, the Lord of Pestilence rules with utter authority.
Royal Family: the children and grandchildren of the reigning Lord. while in positions of great privilege, they are likewise in positions of great responsibility, often attending to important duties assigned to them directly by their Lord.
Kanrei: appointed magistrates responsible for overseeing large areas of Pestilence land. there are traditionally two Kanrei, one overseeing Tatakai lands, the other based in Kidochi.
Clan Chief: leaders of Pestilence Clans who govern particular cities or regions. the greater the holding assigned to a Clan, the greater its prestige.
Kenin: demons and occasionally hellwolves of various backgrounds who have proved their worth to Pestilence through their won merits. kenin often serve in various government offices, whether political, military, or religious.

War Politics

Current Capital: War Fortress. Nation: War.

War is, fittingly, organized heavily around their military, with most key positions being held by members of the samurai class. While the system resembles feudalism to an extent, the daimyo, regional governors appointed by War's lord, do not inherit their positions. Instead, the Lord appoints daimyo upon ascension to Lordship, based off their sole preferences.

The lowest ranks of government, the kenin, are the only positions available to the non-samurai class, and answer to the local daimyo or clan leader who they work under. A daimyo or samurai who finds a kenin's conduct unbecoming has the right to strike them dead if they deem fit.


Lord: undisputed leader of all War demons. while no demon of War can contest their Lord's will, the Lord is nonetheless expected to be able to back up their commands with skill at arms and combat prowess..
Shogun: top general of War, second only to the Lord. responsible for overseeing War's military organization.
Daimyo: a samurai granted a position of governorship over a region or city. each daimyo maintains a personal cadre of samurai who act as bodyguards and minor officials.
Clan Leader: While technically ranking below a daimyo, the Clan leaders answer only to the shogun, or to the Lord. their duties are similar to a daimyo, though they rule over a Clan instead of a city or region.
Kenin: low ranked officials often tasked with bureaucratic tasks considered beneath the samurai class.


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Military

Unique and terrible, the various militaries of the Kingdoms of demons are wreathed in Kurai's storied culture and made to fit each Kingdom, attuned to its various needs. Where War holds sway over legions of samurai, Pestilence controls venomous warrior-monks and poison masters, Death terrifyingly efficient assassins, and Famine their sheizi ninja and mages.

Death's Miltary

Though always powerful, Death's military blends tactics from its own assassination-based culture, and War's relentless samurai.

Orders of the Military

All of Death's Orders are powerful, filled with assassins and warriors of great prestige. The first four Orders are of equal status, and all work under Kenshi, while the legendary Zeishin only reports to its Lord. All demons in the orders are regularly high class demons, n'vaen or lethaos of considerable power.

Order of Maeros - Magically attuned, the Order of Maeros is the smallest Order by far, but are strong magic users growing ever stronger with continued training. Light mages work both offensively to destroy the body, and defensively with ward and healing magic, while attacking mages kill in stealth or otherwise to assassinate their targets with a variety of means.
-- Tynki - The Tynki is considered a special operations unit of the Maeros. It is the best mages of the best in the Order, and those known for their most confirmed kills. These are only appointed by the Lord or by the Order leader, and hold a reverence among their fellows unlike many others. It's said that mages from the Tynki originally uncovered the secret of the demon healing gene, a rapid rate of healing that has become one of the Kingdom's most closely guarded secrets.

Order of Kotarasi - This Order is an Order of warriors and skilled assassins, named after and in honor of the prince who lost his name. The Kotarasi has no fear of dying by the blade or killing with one, and their fearlessness is spoken of far and wide. Utilizing many different forms and techniques, the members of this Order are held to a nearly impossible standard of weapon mastery, and spend much of their free time honing their skills.
-- Ichin - The Ichin are, like the Tynki of the Maeros, the special operations division of the Kotarasi. Known otherwise as the Fangs of Lethias, these assassins target only those most important to slay, and are strictly controlled by the Lord only. They move in utter stealth, and very rarely fail in their tasks.

Order of Chi - Often considered the weakest Order, it is where soldiers are put if they don't meet the high requirements of all the other classes; thus, it is the largest, though least specialized, and a force to be reckoned with. Best known as a siege engine for the Death military, when in open combat they take War-style weaponry and surround their target, crush the walls protecting them, and open a path for other Orders to go in and finish the job.
-- Kechin - Fierce and proud warriors of the Chi who act as leaders within the Order. Though eligible for transfer, most do not take it, preferring their current station than having to climb ranks all over again.

Order of Yha'mi - The largest Order of assassins the Death Kingdom has, and one of its most dangerous, said to be a match for the Onyx Faction of other Realms in all of its might. Many members are more animalistic in their killings, brutal and savage, and most assassinations are used to send a message to enemy forces and a warning of what is to come. This group is often mistaken for the Zeishin, due to their workings in stealth.
-- Jakiru - The strongest and most horrifically feared assassins Death has to offer, aside from the legendary Zeishin itself. Only a handful in number, they are nevertheless greatly skilled, and often kill without any trace. It's said a single Jakiru assassin has twice the skill of any Ichin warrior, only topped by the legends themselves.

Order of Kenshi - The highest ranking Order, fighters known for complete loyalty to the Lord and their Kingdom. They only live to serve and don't hesitate to kill if ordered to. They are the leaders of the military, and the most capable warriors and assassins that hail from anywhere else, and any other Order. To gain a place in this Order, the Lord himself will test your skills and determine if you are fit for the task.
-- Khiba Serving as the military police, the Khiba are Death demons trained in the art of the War samurai who hold strict law and order over all. They answer to nobody but the Lord and the legendary Zeishin, and often serve as judge, jury and executioner in a very short period of time.

The Zeishin An Order that is only whispered of in secret places, thought to be only rumors and mist, though one that is very real and very deadly. Only the Lord knows of all the members, knowledge that is hidden even from the rest of the group. There is no crest or marking to show all the members. The Zeishin is a phantom conglomerate that works secretly within the other Orders, blending seamlessly with them until such time as they are needed to break away and do another task. Also a part of this esteemed Order are the fabled Reapers that were made long ago. These Reapers are powerful Death demons who are able to tear souls from living bodies with exceptional ease, a thousand times more deadly than the draconic souleaters, and creatures able to blend in with their targets without detection.
-- Ki-Kamishio - This group is known to outsiders as only the Reapers, a horrific unit of demons specially trained and changed, serving as one of the most deadly soldiers in the Kingdom's history. All are taken as children and forced through a ritual that strips them of most of their sense of smell and taste to make what is considered the ultimate apex predator within the Kingdom that thrives on souls and blood. Through a necklace that binds them to Lord and goddess alone, they are monsters who destroy whatever they are pointed at. The curse is strongest with them, as they belong neither to the living nor the dead, and must not only kill but devour souls to survive. Very few Reapers exist, due to the complex nature of their creation.
-- No-Kamishio - More common are the Reapers - called the Demonic Reapers by most - that are non-demon creatures joined with the souls of deceased demon Reapers and changed to allow that Reaper to continue to serve even beyond death. These non-demons can be anything from humanoid to animalistic, and result in severe physical changes, the most noticable being color. They all appear to change from whatever their normal coloration is to white, black, and red, and have earned the name 'bloody deaths' because of it. More information on them may be found in the species subtypes page.
-- Chi Jakiru - This group consists of primarily wolf shifters, personally trained and - in some cases - raised by the Demon Lord. They are extremely loyal to the Lord's cause. They are masters of killing in both demon and wolf form, and it can be said that they are almost more animal than demon. Leadership is decided within the Chi Jakiru itself, and any alpha that cannot hold his dominance is ousted and then slain.

Clans

Clans play an important role in the Death military; not only kept for their skills, Clans are where most of the demons of Death live. There are rules each Clan follows which are used to help benefit the Kingdom. For instance, any child born a shifter is reported to the Lord, and then the family is allowed to live near the castle. This is so the child can be raised in the Death demon ways, as well as possibly becomes a member of the estimable Chi Jakiru within the legendary Zeishin itself.

The leader of the Clan is also forced to report all children born, and all children are subjected to training in basic military tactics and how to kill quickly and efficiently. Any Clan not helping the next generation survive is failing their task and will be under penalty of death if the Lord finds out. No Clan leader has to be in an Order, but each Clan does have to work with the military and help them. Most Clan leaders are encouraged to join the war and most do as they are loyal to their Lord. The Clans will then be sorted into an Order that best fits their specialty and made to fight. Some Clans, like Silus, are used to support and help the military become stronger and more effective.

Silus--;
Leader: TBA
About: The purpose of the Silus clan is to be inventors. They invent anything and are very skilled in this process, from weapons to spells and everything in-between. It is said they can make anything they set their minds to, and they are often commissioned for dark magic spells, items, and rituals by the military before a coming war. Silus is well known and feared among Death for it has magic and inventions that some can only dream of.

Famine's Military

The military of the Kingdom of Famine is a strong, magically-based force, with three primary groups; the mage-led Order of Hikari, the Sheizi Shinobi, and the royal pack of hellwolves, called the Kuhtals. They focus on swift offense and stealth, with little in the way of defense, save for magical wards and shields. The hit-and-away tactics of their sheizi ninja are well known and feared, as well as the magical prowess of their specially-trained mages and sorcerers. They're known to pull a mixture of tactics from both Death's assassins, and Pestilence's ninja, refining and enhancing both with magic.

Orders of the Military

Order of Hikari - The Order of Hikari, also known as the Mages of Light, are a class of skilled mages in Famine's primary force, specializing in both offensive and defensive spells and skills. Well-rounded, they make up the majority of Famine troops, split into several classes based on skill. Much like the Order of Mages in Felnova, these demonic hikari are classed from master sorcerer through apprentice mage, though anything less cannot be considered as a true part of the established ranks. Most common are those who have mastered elemental and non-elemental offensive spells, with the second common being barrier- and ward-masters; the third, and most uncommon, are the core healers. Most hikari are n'vaen.
-- Lion Claws - The Claws of the Lion are a specifically-skilled subset of the hikari who summon and control vast, terrible monsters. These summoners are very skilled and very powerful, equaling master sorcerers in rank; most of their beasts are created from energy alone, and can be released to devastating effect. To become a Lion Claw, one must show absolute mastery of all they have studied, and must achieve their topmost rank. Thus, Lion Claws are a very small group, never reaching over ten to twenty individuals at any one time.

Sheizi Shinobi - Famine's next most common soldier, a versatile and skilled group of ninja-mages who specialize in stealth and magical prowess. Their primary tactic is to seek out and destroy key targets, unseen, while the Order of Hikari takes the full brunt of the frontal assault. Groups of these ninja will be sent behind enemy lines, utilizing stealth and deceit. They are able to accomplish most tasks set before them, including assassinations, sabotage, disarming, and a multitude of other things. When confronted, members of the sheizi are very difficult to kill, and can often outmaneuver an opponent with ease. They are known for their accuracy and speed, those leaders of the shinobi regarded as legends within their Clans.
-- Dreadflowers - A certain few within the sheizi who are gifted with a powerful shifting gene, enhanced and strengthened by magic. Legendary among the rank and file, these ninja hide among their fellows and only reveal themselves in times of great need. They may shift into monstrous, demonic lions, their manes flickering with the color of their reiatsu. It's said that a dreadflower's feline form can reach eight feet at the shoulder, though no larger has ever been recorded. "When the dreadflower blooms" is a common phrase within the Famine Kingdom, regarding an event that may never come to pass, based upon the rarity of both station and power.

Kuhtals - The largest and most prolific of all Famine's war-packs, the royal-bred hellwolves of the Kuhtal lead the most common unit in the Kingdom's military. A common strategy is to send wave after wave of hellwolves at the enemy, bringing together the various hellwolf packs into one massive one led by the members of the elite Kuhtals for a devastating attack. These hellwolves will lead the charge as the mages and sheizi ninja come after, and will often form entire assault groups on their own. Nimble and swift, the Famine wolves strike hard and fast, driving a wedge into enemy ranks, cleaving through even the most well tended of defenses.
-- Lord's Fangs - Elite among the elite, the leaders of the Kuhtal. Called the Lord's Fangs for their savagery and glory in battle, these hellwolves are renowned and praised, often gifted with intense magic. When becoming one of the Fangs, a custom set of hellwolf armor, generally darksteel or gemsteel set with emeralds and peridots, will be made by the Kingdom's best blacksmiths.

Clans

The Clans of Famine are generally very nomadic, somewhat small, with a heavy emphasis on the training of their ninja and mages. Most Clans hold at least a small group of sheizi, who come to the Fortress to get the blessings of their Lord when they complete their training. Generally, a sheizi ninja in any Clan will take five to seven years to become full-fledged, and after that point, they will be available for use in the Famine military. Three Clans are most prestigious among them - the Valefor Family, the Ixion Clan, and the Line of Ifrit.

Valefor --;
Leader: Jarln (NPC)
About: The most powerful of all of Famine's Clans, though not as large as the Ixion Clan, the House of Valefor is a noble family of n'vaen demon who are well known for their training in sheizi ninja. As the second largest Clan, they have more than both Ixion and Ifrit, and have specialized training methods to maximize their shinobi's speed and skill. Three times a year, their students will graduate, well trained and feared for their physical and magical prowess.

Ixion --;
Leader: Kurojaki
About:The Ixion Clan is the largest of Famine's Clans, and is known for their ferocity and brutality to outsiders and other Kingdoms and Kingdom Clans. They train their own knight-class mages who take much of their skill from War samurai, dressing in thick armor that's colored dark green, black, and gold. Ixion is the one used primarily for intimidation, sending out mage-soldiers from their settlements over the Bloodsoul Range.

Ifrit --;
Leader: Praneli (NPC)
About: The smallest of the Great Three, the Line of Ifrit is composed of a single family, not thirty individuals big. However, the members of this family are Famine's most skilled mages, and many seek them out as they wander with the intent to gain knowledge over most magical skills. They are the progenitors of the Lion Claws and the ones that gave the dreadflowers their enhanced shifting abilities, holding a place of honor at Lord Slain's right side.

Pestilence's Military

The Pestilence military places a heavy emphasis on flexibility, both in their tactics and in their battle line. Rather than meet their foes head-on, they tend to keep their distance as much as they can, and strike from range with poisoned weapons, preferably from ambush. A common tactic is for them to withdraw behind a mage-spawned toxic fog, or spread said fog all over the battlefield, taking advantage of their resistance or immunity to said poison.

Orders of the Military

The Scourge - The Scourge is the elite Royal Guard of Pestilence Castle. A small cadre consisting entirely of N'vaen demons who have proved their loyalty, power, and sense of duty. Every member of the Scourge outranks even the highest members of the Pestilence Host. Members of the Scourge typically fight in groups of three, fighting back to back so they don't expose any openings to their foes.
-- Orphethas' Chosen Members of The Scourge who have taken special oaths before the great statue of Orphethas in Pestilence Castle. These demons hide within the standard ranks of the Pestilence Host, and reveal themselves only after battle has been joined, either targeting enemy commanders or rampaging through lesser enemy troops.

The Host - The Host is the collection of rank and file demons who march under the Pestilence banner. The Host is made up of soldiers called up by various clan leaders in times of war, or when their banners are called by their Lord. Said clan leaders comprise the Pestilence Nobility, and directly rule over land granted them by their Lord. This makes the Host a myriad fighting force with each clan bringing its own distinct fighting style to the field. A few of these clans, while not as prestigious as either Iga or Koga, still stand out among the rest.
-- Saishi - A clan of warrior monks from the mountainous regions of Pestilence territory. Ascetics who deny themselves all but the most spartan of possessions to better focus on the nature of Orphethas. As a result, many of these warriors can shrug off all but the most vile of venoms, and those they can't shrug off can be purged through a period of undisturbed meditation. The most enlightened of these monks are capable of poisoning a target with a mere touch.
-- Shoukan - This clan has a reputation for accepting disgraced demons into their ranks and offering them a chance to redeem themselves in battle. These atonement-seeking demons are renowned for their ferocity on the battlefield.
-- Shino Kaze - This clan has a high number of mages in its ranks. These mages specialize in poisons and diseases, and inflicting them upon the enemies of Pestilence. Mage or not, this clan also specializes in mounted combat, whether aerial or terrestrial, and are exceptionally skilled at hit-and-run tactics.

Harriers - The Royal Pack of Pestilence. Hellwolves tasked with stalking the field of battle, seeking to disrupt organized lines with their venom before withdrawing to let the poison do its work, or targeting archers and mages. Due to their great stamina, they harass their enemies relentlessly.

Clans

Pestilence Clans, when called to war, march beneath the banners of their own nobles, acting largely as they see fit. The two largest, most prestigious Clans are Iga and Koga. Clan leaders and high-ranking members are given artifacts that allow them to remain in direct psychic contact with Vortigern.

Iga --;
Leader: Yukikaze (NPC)
About: The Iga Clan specializes in espionage, sabotage, and infiltration. They are often tasked with infiltrating rival kingdoms and reporting back on troop movements, settlement locations, local geography, and typical weather patterns. During war, they seek to disrupt supply lines and communication, poison supplies, and assassinate key individuals, often disguising themselves as members of the target kingdom.

Koga
Leader: Xavanth
About: The Koga Clan specializes in ambushes, and counter-spying operations. Outsiders wandering around in Pestilence territory will often be shadowed by Koga clan-members without knowing it, with the Kogas using their superior knowledge of their homeland to remain hidden from sight, sense, or magic. During war, they often set up ambushes, or obstruct lines of advance with debris or traps, and relentlessly target enemy scouts or spies.

War's Military

A proud and strong military, based around an honor system that leaves very little room for any error. Absolute loyalty to their Clan leaders and Lord is often carried to extremes, such as fighting to the death in a hopeless cause to fulfill one's orders, or committing suicide if any warrior feels they have disgraced their Lord or families.

Orders of the Military

Tsuikara - The Order of Tsuikara consists of all the ground troops, and is the largest and most imposing force that War has to offer. While not heavily skilled in magic or incredibly strong, but they work well in numbers. In Tsuikara, the non-samurai infantrymen are nevertheless taught rigidly in the Way of the Samurai, and held to a strict code of honor; loyalty ranks above all, and disloyalty is often penalized with death. Those who survive long enough are generally inducted into other, stronger Orders, or become a Sapphire Hand samurai - a leader of the Tsuikara, powerful and respected.
-- Sapphire Hand - The elite of the Tsuikara, these are those who have fully accepted the Way and have become samurai in truth, a step below those of the Rinjikutsu or Norikara. They are fitted with a special, sapphire blue armor, plated and gilded in silver, upon receiving their station. Often, one Sapphire Hand will lead a regiment of anywhere between ten and fifty infantrymen, and is in charge of their discipline, punishment, and any training they may need.

Rinjikutsu - The Order of Rinjikutsu consists of samurai trained especially for magic; though the smallest of War's Orders, it is perhaps the most powerful, as their offensive capabilities are very great. Generally, this Order works very closely with the other two, and almost never work in units on their own. Most often, one Rinjikutsu samurai-mage will be placed in another Order's group, to provide support spells or heavy assault magic.
-- Rikkasu Enchanters - Unique to the Rinjikutsu are the inventive Rikkasu, who have designed and created specialized armors, ballistae, and even giant skyships for the War military; they upkeep the large ships and are a staple in both regular ports and skyports. Most of War's enchantments are created directly by the Rikkasu.

Norikara - As the strongest members of the War military, exceptionally gifted and powerful, the members of the Norikara are elite samurai bonded to their Clan leaders and their overarching Lord. Sworn into oaths of binding fealty, they are only superseded in strength and skill by the Lord's Chosen, and house a complete navy within their scope.
-- Lord's Chosen - Elite among the elite, the Lord's Chosen are the strongest out of all three Orders, legendary in their ability. They are most feared for their seemingly mythical nature, and are said to be unable to be killed. Each is gifted a special sword upon being hand selected by the current Lord, as a badge of their elevated station. When one dies, the entire Kingdom is said to mourn.

Clans

The Clans of War are an incredible asset to the military; ancient and storied, they are as old as the Kingdom itself, and were once bases on what the rest of the military was founded upon.

Joriiki Clan --;
Leader: TBA
About: Known far and wide as the Clan that first created the War samurai, the Joriiki Clan is ancient and powerful, revered among its fellows. Progenitors of the military, it is by far the largest of the Clans, and the first to answer their Lord's call. Their specialty is training and equipping all three Orders, and providing the War military with the strongest and most powerful tools possible.

Sakuji Clan --;
Leader: Yusei (NPC)
About: This Clan specializes in strategy and tactics for the militia. They study past wars and strategies to develop and create the best stratagems for their forces, and hold a tight network of intelligence in both war and peace. Their knowledge of geography of other Realms and Kingdoms is extensive, and their sources many. Information is readily shared with leaders and the Lord.


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