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The Kingdom Of Cindrelith

Know thyself, be reborn

Cindrelith is a floating kingdom of glass and divinity, ruled by the eternal King of Kings and upheld by the Rite of Reflection, where only the worthy awaken their true potential. Beneath its radiant splendor lies a fragile order—prophets guard forbidden truths, knights wield celestial power, and a bound angel stirs in the depths, threatening to unravel it all. The kingdom thrives on devotion, sacrifice, and control, yet cracks form in its foundations as rebels, secrets, and fate itself conspire to shatter the illusion of eternity.


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Kingdoms of the Fallen Sky

Three Kingdoms, One Destiny
When Heaven fell, the Nephilim did not die—they endured. Yet their survival came at a cost, dividing them into two distinct peoples:
The Nephilim of Cindrelith, still feathered and lofty, clinging to the last remnants of divinity in their floating kingdom.The Phanari of Phanelith, their wings of stone turned leather, dwelling in the shadow of the bound angel Phanuel, devout and unwavering in faith.Between them lies Noctis-Hael, the twilight city, a meeting ground where nobles from both realms gather—a place of uneasy diplomacy, veiled politics, and fragile truces.


Cindrelith

The Veiled Kingdom of Divinity and Decay

A Kingdom Suspended Between Heaven and Earth
High above the world, hidden from mortal eyes, Cindrelith floats in the sky-an ancient kingdom forged by the Nephilim, the first children of angels and humans. Once a refuge, now a gilded cage, it exists in defiance of divine judgment.
Beneath it, deep in the chasms of twilight, lies Phanalith, the low city of the Phanari—half-angel, half-shadow, bound to the mysteries below. The Phanari, devout in their own way, guard the secret buried in their depths: an Angel, an ancient and furious being, chained beneath the kingdom. It sees the world as impure and unworthy, seeking only divine cleansing—an act that would spell the end of all life.

The Knights of the Glass Sepulcher stand between the world and the hidden truth:Cindrelith is dying.The divine chains are weakening.The angel beneath stirs.The Phanari, more religiously inclined, are split between those who wish to keep the angel sealed and those who believe its cleansing fire is righteous judgment.And so, the fragile kingdom of glass and blood teeters on the edge—between salvation and annihilation, between the heavens that forsook them and the earth they can never truly claim.

The Mask of Splendor
On the surface, Cindrelith is a kingdom of elegance and divine grace. Its people wear red cloaks as a sign of status and devotion, and glass shoes shimmer on the feet of nobles—a symbol of purity, though they shatter easily under pressure. Their fashion is a whispered echo of fairytales long forgotten, an illusion of beauty hiding something rotten underneath.
The kingdom’s elite order, the Knights of the Glass Sepulcher, are sworn to wield their divine gifts not to destroy, but to protect. Though the world fears them—because "angels are divine wrath incarnate"—they are unexpectedly kind, more in touch with their humanity than the celestial forces that birthed them.


Noctis-Hael

The City of Silent Bargains

The city is neutral, yet its streets echo with forbidden knowledge. Here, black markets thrive, offering relics of the old world—feathers of angels long dead, broken shards of divine chains, bones of saints in gold trimmed reliquaries, whispers of powers even the Prophets fear.A faction stirs in the shadows—those who believe Noctis-Hael should rule both Cindrelith and Phanelith, uniting the fallen under one banner. They claim to serve neither heaven nor prophecy, but something new.And at the city’s core, hidden beneath layers of stone and forgotten pathways, lies something even older than Phanuel—something waiting, watching, knowing.

At the heart of the fallen firmament, neither soaring above the clouds nor buried in the depths, lies Noctis-Hael—a place of glass towers and stone streets, where Nephilim and Phanari meet under the watchful eyes of unseen forces.Once a battlefield, now a throne room, Noctis-Hael is the only place where the ruling elites of Cindrelith and Phanelith can speak without war. The city thrives on delicate negotiations, whispered alliances, and unspoken threats.Cindrelithan nobles walk its streets with cautious grace, their feathered wings marking them as those who still believe in rule by celestial inheritance.Phanari dignitaries, draped in dark silks and red-cloaked in devotion, walk among them, ever aware that the chained angel beneath their city still sees.Paladins of the Glass Sepulcher keep the peace—yet their presence alone reminds all that peace is temporary.


Phanelith

The Stone City of Chains

Phanelith, the twilight domain of the Phanari, where faith is law and the whispers of the chained angel stir in the dark.Both call themselves Nephilim, yet neither fully accepts the other.Phanuel—The Face of God, The Bound LightDeep beneath Phanelith, in a sanctum of unbroken chains, lies Phanuel, the angel of Divine Sight and Judgment. To look upon Phanuel is to see the world as it truly is—unfiltered, unmasked, and unbearably raw.Once a guardian of Heaven’s justice, Phanuel was shackled beneath the fallen sky to prevent its final act: the absolute cleansing of the world. The Phanari revere it as the last echo of divine truth, while the Nephilim fear it as a being of righteous annihilation.And yet, despite its prison, Phanuel still sees.And through it, so do the Prophets.

Two Cities, One Fate
When Heaven fell, not all angels perished. Some landed amidst the ruin, their celestial wings shattered. Forming bonds with mortals, the Nephilim came to be as children of these unions.
The angels who clung to their former glory, desperate to preserve what little grace remained became the Nephilim of the upper city -Cindrelith, their wings still feathered, their power fading but proud.But other angels—those who embraced their fall, who walked the scorched earth and built their wings from the very stone of the broken firmament—became the Phanari of Phanelith. Over generations, the weight of their devotion and proximity to the bound angel Phanuel transformed their stone wings into living leather, a mark of both reverence and exile.Now, the two cities exist in an uneasy harmony:Cindrelith City, the floating sanctuary of the Nephilim, teetering between righteousness and ruin.

Phanuel

The face of God, The Bound Light

Phanuel
Chained beneath the depths of Phanelith

Phanuel’s bindings are not merely physical—they are conceptual, interwoven with the very foundation of Cindrelith itself. The sanctum that holds him is reinforced with Stone from Heaven, a material said to be unbreakable by mortal hands. The walls do not simply contain him; they suppress his very presence, ensuring that his influence remains muted.But nothing divine can ever be truly silenced.The Prophets of the Ocularium claim that every vision they receive is merely a fragment of Phanuel’s sight, channeled through the fractures in his prison.The King of Kings ensures that his name is spoken only in hushed tones, a relic of a past that must not resurface.The Phanari whisper that he still speaks—though not in words, but in the slow unraveling of fate itself.
One thing remains certain: the chains weaken. Whether it is time, interference, or the will of Phanuel himself, the bindings that have held him for so long are fraying at the edges. And if they break—
What will be left of the world when Phanuel is free?


The Phanuel Resistance
Shadows against the Throne

"The angels chained our god, the Sepulcher warps our people, and the King of Kings grows fat on both. We will set the world right."

The Phanuel Resistance is a movement that opposes the King of Kings, the Order of the Glass Sepulcher, and the divine hierarchy of Cindrelith.They believe the Rite of Reflection is a cruel lie, a method of control that twists and mutilates those who seek power.They worship the chained divinity beneath the kingdom, believing that its imprisonment is the true sin that has left the world in decay.They speak in whispers of breaking the chains—of unleashing the divine wrath that the Nephilim once feared.To many, they are nothing more than scattered zealots, radicals without direction.But that is only the mask they wear.

The sigil of the Phanuel Resistance


The Hand that Feeds them

"We dig deep for our kingdom, for its people. And beneath the stone, beneath the gold, we find the truth."

The Mining Barons of CindrelithHouse Vortessa is one of the wealthiest noble houses in Cindrelith, their fortune built upon the mines that fuel the kingdom's war machine.They control vast quarries of Heaven’s Gold and Stone from Heaven, the divine materials that forge the armor of the Paladins.They have deep connections to the noble courts, the merchant guilds, and the very infrastructure that keeps the kingdom running.To the public, they are loyal, charismatic, and ever-faithful to the King of Kings.But House Vortessa is also the hidden hand behind the Phanuel Resistance.

Crest of House Vortessa

Their True AllegianceThey fund the resistance in secret, smuggling weapons, armor, and intelligence to their agents.Their mines have tunnels that lead far beneath the kingdom, used to move Phanuel operatives without notice.They have key supporters within the nobility, playing both sides of the game.They are untouchable. Or so they believe.


King of Kings

Adam, King of Kings, Sovereign of the Shattered Sky, Voice of the Divine Will, Beacon of the First Light, The Eternal King, Keeper of the Unbroken Throne, Warden of the Sacred Reflection, Lord of the Seven Houses, Master of the Sepulcher’s Truth, He Who Walks Beyond Fate, The First and Last of the Nephilim, The Architect of Heaven’s Remnant, The Gilded Tyrant, The Crown of Glass and Gold, The Mask That Does Not Falter, Arbiter of the Celestial Order, and the Light That Binds the Faithful.


"All things are reflected in glass—beauty, power, and ruin alike."

At the heart of Cindrelith, beyond its veiled splendor and divine rot, rules the King of Kings, an ancient sovereign said to be the last of the original Nephilim—neither fully angel nor fully mortal. It is whispered that he was the first to undergo the Rite of Reflection, and from his revelation, the kingdom was shaped.But even a king cannot rule alone. Beneath him stand the Four Reflections—the unyielding pillars upon which Cindrelith rests. They are more than warriors. More than advisors. They are immortal in all but name, bound to the throne of the King of Kings, as much a part of Cindrelith as the sky above and the abyss below.They do not age beyond their prime. They do not die of sickness or time. They endure, for as long as they are willing to fight. And should they ever grow weary—should they ever wish for the final rest—they must take it by their own hand, slipping into a death-like slumber from which there is no return.But so long as they stand, so long as they serve, they are eternal.

Adam

"I am Adam, Sovereign of the Shattered Sky. My will is the will of the Divine."

The King of Kings is not a man—he is a legacy.
Since the dawn of Cindrelith, the ruler has been known by a single name: Adam.
Adam the First, who was said to have walked with angels.Adam the Just, who built the Sepulcher.Adam the Vengeful, who waged war on those who defied the heavens.The people believe that Adam is eternal, unshaken by time, unyielding to death.What they do not know is that this immortality is a lie.For centuries, the truth has been hidden—each Adam dies, and another takes his place. The mask never changes. The voice remains the same. The King of Kings is eternal, because the truth is unthinkable.And so, the cycle continues.


Ritual of Choosing
When A King is born

An abacus, chosen by Adam the Gentle, foretelling of an age of economic prosperity

The King of Kings is not chosen by blood, nor by war, but by divine intervention.When an old Adam dies, a new one appears. A baby manifests upon the throne, with no parents, no past, as if crafted by the divine.The Four Horsemen of the Realm—War, Famine, Pestilence, and Death—gather in the throne room. Each one places an object before the child, and the oldest Prophet among them interprets the choice.These objects determine the shape of the new king's reign:A wooden sword (War): An age of battle.An abacus (Famine): An age of economic prosperity or ruin.A wooden crow (Pestilence): An age of plague, secrets, or unseen suffering.A gilded mask (Death): An age of deception, murder, or revelation.Once the object is chosen, the child is crowned and raised as Adam, their identity erased, their fate sealed.


The Vision of the Prophet
The Fate of the Kingdom Foretold

When a new Adam is chosen, it is not only the King’s destiny that is revealed but also the fate of the Seven Noble Houses. As the oldest Prophet lifts the chosen object, their mind is pulled into a vision—a fragmented glimpse of what is to come. It is not a complete prophecy, nor a linear one; it is cryptic, a riddle of fates woven together.Each Adam brings an era, and with it, the Seven Noble Houses are touched by fortune or ruin.The Prophecy of Adam the Gentle
"In the reign of Adam the Gentle, the fates of the Seven Noble Houses whisper in the silence. The dove trembles in a gilded cage, its purity tarnished by the sins it dared not name. The swan waits in still waters, its reflection obscured by the knowledge it was never meant to seek. The hound feasts at the high table, its belly full, its teeth dulled, as the gates it swore to guard stand wide open. The falcon drifts upon the wind, untethered, forgetting the labor that once gave it purpose. The ox stands beneath a burden unseen, its patience thinning, its silence sharpening into the blade of judgment. The serpent coils in the dark, whispering secrets of life and death, its venom promising salvation but birthing something far worse. And the lion bows its head, not in reverence, but in quiet defiance, waiting for the moment to strike. The glass remains unbroken, but the fractures spread—will the kingdom endure, or will it shatter beneath the weight of its own reflection?"
The Prophecy of Adam the Veiled
"In the reign of Adam the Veiled, the fates of the Seven Noble Houses bleed beneath the surface. The dove does not flee; it is plucked of its feathers, purity turned to ruin in the light of an unspoken truth. The swan glides upon blackened waters, its grace undisturbed even as its beak tastes corruption. The hound growls in its den, blind to the master that has slipped a new leash around its throat. The falcon watches from the highest tower, unmoving, its talons dull with neglect as the sky it once ruled darkens. The ox stands among the withered fields, its patience turned to fury, its steady gait now a march toward reckoning. The serpent sheds its skin and does not return, its absence more dangerous than its presence, for what it has learned should have never been known. And the lion kneels before an unseen throne, its pride devoured, its fate already sealed in ink and blood. The glass does not crack—it is smothered in shadow, and when the light finally returns, it may find there is nothing left to reflect."


The Current King of Kings

Adam the Gentle

The last Adam’s reign ended violently, Clement appeared only moments after, swaddled in a deep red cloth, as if the previous Adam's blood had been made cloth. He chose the abacus, and so his reign has been one of external peace, economic growth, and quiet diplomacy.But peace comes at a cost.The nobles murmur, whispering that he is spineless, that he focuses too much on trade and ignores the corruption within.The Phanuel Resistance grows bolder, slipping through the cracks his policies have left behind. The rot within Cindrelith festers, and House Vortessa watches, waiting for the moment to strike.Despite this, Clement is no tyrant, no conqueror, no cruel dictator.Beneath the gilded mask, he is kind, soft-spoken, and deeply devoted to his people. He never underwent the Rite of Reflection. He does not wield the power of the Sepulcher. He rules not through strength, but through quiet conviction. But kindness is not enough to stop a kingdom from falling apart. And when the time comes—when the rot rises, when the Horsemen prepare for war—he will have to decide:Will he be Clement the Wise, who saved his people?Or will he be Adam the Last, the final King of Kings before the throne crumbles forever?


The Last King of Kings: Adam the Veiled

"There are no secrets in death. Only the truth we fear to face."

Before Clement, the throne of Cindrelith was ruled by another Adam, a man whose name has been erased from history, his deeds spoken only in whispers.He chose the gilded mask.And his reign was bathed in blood


The Reign

The last Adam’s rule is remembered as one of shadows, deception, and a single great crime that nearly unraveled the kingdom.The noble house Lysandus was erased—entire bloodlines wiped out, names struck from every record.The Glass Sepulcher went silent, its Paladins moving like specters, executing orders none dared question.The King of Kings did not speak in public for five years.When he finally emerged from his palace, it was in mourning garb. His robes black, his mask unadorned.And then, without warning, he died.Some say he was assassinated. Others whisper that he took his own life, his conscience crushed by the weight of his crimes.The most damning rumors claim he was killed by the Glass Sepulcher itself—that his reign had gone too far, that even the most loyal Paladins would not stand for what he had done.No body was ever displayed. No funeral was held.One moment, Adam the Veiled ruled.The next, a baby, swaddled in deep red appeared on the throne, the next one to take the title of Adam, and its heavy, bloodied crown.


The Forgotten Crime

The Nightingale Crest of House Lysandus

The Vanishing of
House Lysandus

Of all the mysteries of his reign, none are more infamous than the fall of House Lysandus.Once a rising noble house, House Lysandus was powerful, wealthy, and deeply connected to the inner workings of Cindrelith.They were known for their artisans, their scholars, their alchemists—not warriors, not rebels.And yet, in a single night, they were erased.Their estates burned. Their sigil removed from the halls of history. Their surviving members hunted down one by one.No official decree was ever given. No reason ever spoken.But when it was done, Adam the Veiled sealed himself away, and the kingdom whispered of horrors unseen.


Lingering Shadows

Though Adam the Veiled is gone, his reign still lingers.Some believe House Lysandus had discovered a secret—one so dangerous that the King of Kings had no choice but to destroy them.Others claim that the Phanuel Resistance was born from the ashes of Lysandus, that their surviving heirs walk among the rebels, waiting for revenge.The Glass Sepulcher refuses to speak of that time. None of its paladins will say what truly happened.And Clement, the new Adam, has inherited a throne built on shadows, unfortunately ignorant of the crimes of his predecessor.If the truth of Adam the Veiled’s reign were ever revealed, if the crime he sought to bury were ever unearthed…It might be enough to shatter the mask of eternity forever.


The Four Reflections

"All things are reflected in glass—beauty, power, and ruin alike."

At the heart of Cindrelith, a kingdom of divinity and deception, rule the Four Reflections—immortal in all but name, bound to the throne of the King of Kings. They are more than advisors, more than enforcers. They are Cindrelith's will made flesh, the pillars upon which the kingdom stands.Yet even glass can crack.


War

"A kingdom without its sword is already dead."


The Warrior Clad in Glass and FlameHis armor is a masterwork of war and divinity, forged with the remnants of his Rite of Reflection—glass elements seamlessly fused into the metal, refracting light in eerie, spectral patterns. Some say his very presence mirrors an opponent's soul, forcing them to witness their own fear and hesitation before he strikes. Others believe the glass is a fragment of something older, something that remembers all who have fallen before him.The crimson hue of his armor is more than symbolic; it is a testament to the battles fought and the blood spilled under his command. Yet, despite his fearsome reputation, he carries himself with unwavering formality—polite, measured, a man of discipline and purpose. Those who meet him expect fire and fury, but instead, they find an intensity sharpened into precision, a slow-burning force that consumes only what must be burned away.


The Crest of the Knights of the Glass Sepulcher


A Conviction That Cannot BreakHis power, granted through the Rite, manifests as unbreakable conviction—a warrior who can never falter, never hesitate, a blade that strikes only when it is just. Some claim he sees the strings of fate in battle, that he knows which strike will kill and which step will save him. Others claim that his very presence alone is enough to still the hearts of armies, that even the most zealous of enemies think twice before facing him.But no war lasts forever.There are whispers that beneath the armor, beneath the divine fire and the relentless duty, Lorcan wonders if Cindrelith is even worth defending anymore. That perhaps, the kingdom he swore to protect has already been lost.And if that day comes, when the Defender Ecclesiae no longer believes in the throne he has upheld for so long, what will become of Cindrelith's sword?



The Defender Ecclesiae

Lorcan Dainmir, the Defender Ecclesiae, is the Supreme Commander of the Knights of the Glass Sepulcher. He is not merely a warrior; he is the unbreakable shield of Cindrelith, the force that ensures its enemies tremble before they even dare to strike. Battlefields clear upon his arrival, not merely out of fear but as if the very weight of his presence bends the tide of war itself.

The Warrior Clad in Glass and FlameHis armor is a masterwork of war and divinity, forged with the remnants of his Rite of Reflection—glass elements seamlessly fused into the metal, refracting light in eerie, spectral patterns. Some say his very presence mirrors an opponent's soul, forcing them to witness their own fear and hesitation before he strikes. Others believe the glass is a fragment of something older, something that remembers all who have fallen before him.The crimson hue of his armor is more than symbolic; it is a testament to the battles fought and the blood spilled under his command. Yet, despite his fearsome reputation, he carries himself with unwavering formality—polite, measured, a man of discipline and purpose. Those who meet him expect fire and fury, but instead, they find an intensity sharpened into precision, a slow-burning force that consumes only what must be burned away.


House Dainmir's Lion Crest


The Right Hand of the King of KingsAs Supreme Commander, Lorcan is responsible for the training, strategy, and mobilization of the Knights of the Glass Sepulcher. Each knight, from the youngest squire to the most battle-worn veteran, has been shaped in some way by his will. It is Lorcan who personally approves requests for initiates to undertake the Rite of Reflection, ensuring that only the worthy may attempt to transcend into something greater.He serves as the right hand of the King of Kings, the Sword of Cindrelith. In times of war, his word is absolute, his authority extending beyond the battlefield into the very foundations of the kingdom’s stability. When he leads, he does so with the weight of tradition and duty pressing upon him, for to fail is to doom the throne he has sworn to defend.


The Lion's Oath, House Dainmir's Relic


The Love of War (The Defender Ecclesiae's Sacred Bond)The current Defender Ecclesiae, high knight of Cindrelith, is known to be in a polyamorous relationship with both his Prophet, Kiran, and his White Mage, Aurelius.The Prophet speaks of the future, their visions guiding the knight’s blade.The Mage mends his wounds, ensuring he survives to see another battle.And War himself protects them both, a guardian, a lover, a knight in service to the ones who hold his heart.Their bond is known throughout Cindrelith, a testament to the idea that love is not something that must be contained—it is something that must be understood, embraced, and honored in whatever form it takes.Yet, there are whispers that their love is a vulnerability, something the enemies of Cindrelith might exploit. And in the shadows of Noctis-Hael, there are those who seek to test this theory.


Famine

"The land remembers what was taken."


The Rite That Made Him More (or Less) Than MortalBefore he became the Archon, Benedict was a man of industry. Born into House Taranis, the noble house responsible for Cindrelith’s infrastructure, engineering, and agriculture, he was once poised to inherit a future of pragmatic innovation. He was a visionary, seeking to refine the floating kingdom’s delicate reliance on celestial hydroponics and artificial abundance.Then came the Rite of Reflection.The Glass Sepulcher does not gift power freely—it reshapes the soul, carving away the unnecessary, leaving only what is most true. And Benedict, for all his ambition, was forced to confront something undeniable: Cindrelith is unsustainable.The floating city was built on borrowed divinity, stolen relics, and unspeakable sacrifices. It did not produce enough. It never would.When he emerged from the Sepulcher, he was changed.His body no longer required sustenance, yet it could no longer partake in it. Food turns to dust on his tongue, water evaporates before it touches his lips.
He can touch barren land and force life to bloom, but the abundance is temporary, an illusion that will collapse without constant intervention.
He can take from one place and give to another, shifting prosperity like a game of weighted scales—but he cannot create something from nothing.And so, Benedict became the steward of necessity, the silent force ensuring that Cindrelith remains fed, wealthy, and blind to the truth.


The Hungerstone, House Taranis' relic


The Power of the HungerstoneAt the heart of Benedict’s dominion lies the Hungerstone, an artifact that controls the very flow of sustenance.It does not create food, but it decides where it flows.
It can make barren land fertile, but only for a time—what is given in one place is taken from another.
It ensures that Cindrelith’s elite will never starve, even if the lower districts must suffer.Some say the Hungerstone was carved from the marrow of a god, an ancient relic that was never meant for mortal hands. Others whisper that Benedict himself is bound to it, his own existence woven into the delicate equilibrium it maintains.Regardless of the truth, one thing is certain: without the Hungerstone, Cindrelith would collapse within a decade.


The Archon’s Unanswered QuestionBenedict is not a villain, nor a savior. He is a man of inevitability, a steward of equilibrium in a world that does not wish to acknowledge its limits.He has not eaten in centuries. He has not felt thirst in just as long. And yet, he hungers.Not for food, but for a world that does not need him.A world where he is no longer necessary.But he knows, deep in his being, that such a world will never exist.Because as long as there is power in necessity, there will always be a hand that decides who is given grace and who is left wanting.

Archon of the Barren Fields

Benedict Taranis, known as the Archon of the Barren Fields, is one of the Four Reflections—pillars of the King of Kings’ rule. Unlike War, Pestilence, and Death, whose power is tied to battle, suffering, and judgment, Benedict governs the unseen forces of scarcity, necessity, and control. His domain is not merely agriculture or trade but the flow of resources that sustains Cindrelith’s divine illusion of eternity.Though his title evokes images of famine and drought, Benedict is not a being of deprivation—he is one of balance. He does not create hunger but decides who is allowed to feast and who must wither. He is a force of control, not chaos. And in a kingdom where survival is currency, there is no power greater than knowing who must endure and who must falter.Though Cindrelith floats high above, it still relies on the world below for sustenance. The Archon of the Barren Fields is the kingdom’s keeper of agriculture, trade, and all things tied to the survival of its people.Their Rite left them half-starved yet never hungering, their body a vessel of scarcity and growth alike. They can touch barren soil and force life to bloom, yet anything they take in turns to dust upon their tongue. It is said they have not eaten nor drank since the day they emerged from the Sepulcher, yet they stand strong, their very presence able to will harvests into abundance or famine into ruin.And in a kingdom where power is beauty, there is something deeply unsettling about a being who cannot partake in its luxuries.


House Taranis's Falcon Crest


The Keeper of Cindrelith’s LifebloodAt first glance, Benedict appears as a merchant-lord, a pragmatic figure overseeing trade, agriculture, and celestial industries. He commands the harvests, the wealth of the noble houses, and the silent distribution of resources. If a noble feasts upon golden fruit, it is because Benedict permitted it. If a district goes without, it is because he has deemed it necessary.But beneath his austere control lies a concealed desperation.Cindrelith is not self-sufficient. The kingdom relies on imports from the world below—a world that resents its floating oppressor. The supply chains are tightening, the celestial farms yield less each season, and the economy is built upon a delicate illusion that could shatter at any moment.Yet Benedict does not panic.He rations in secret. He diverts supplies. He ensures that the noble elite remain comfortable, even as the cracks form.Scarcity is his tool, not his enemy.To admit the kingdom is failing would be to invite ruin. So he keeps the truth hidden, calculating how long the illusion can last.


The Kingdom’s Unspoken DoomCindrelith’s nobles do not see the fractures. They believe the kingdom will last forever, that the floating city will always shine above the world below.But Benedict sees the truth.The systems are failing. The resources are dwindling. The Hungerstone can only sustain the illusion for so long.And when the moment comes—when the facade of endless prosperity shatters—who will be allowed to feast, and who will be left to starve?



Pestilence

"Illness reveals the true nature of the body. Rot reveals the true nature of the soul."


The Master of the Divine ScalpelJorah does not heal in the way others expect. His work is not gentle. His hands do not soothe; they cut, they remove, they reshape. Some claim he can pull disease from a body like a weaver plucks a thread from a tapestry. Others whisper that he can stitch new life into dying flesh, twisting the laws of nature itself.Yet, there is another truth—Jorah is the only full Phanari among the Reflections. The only one who understands both the divinity above and the darkness below. The only one who knows which side is truly worth saving.


The Crest of the White Mages of Cindrelith


A Veil That Is Not Worn, But FeltJorah does not hide his face behind fabric, nor does he shroud himself in the mystery of the unseen. His veil is the unspoken truth that lingers in the room when he enters, the knowledge that his presence alone is a judgment.The dying feel it in the hush that follows his arrival.
The nobles feel it in the weight of his unreadable gaze, knowing that behind it, he already sees the sickness they deny.
Even the King of Kings—who calls himself eternal—must wonder, in the quiet of his chamber, if Jorah knows something he does not.He does not need to obscure his features. The uncertainty he leaves in his wake does the work for him.Some say that when he speaks, he does so with such certainty that even the disease itself obeys—whether to retreat or to consume its host entirely. Some claim he never lies, but only because he never needs to; his truth is far worse than any deception could be.Others believe he wears no veil because he is the veil—because there is a thin layer between life and death, and he is the one who keeps it from tearing open too soon.


The Sin of House SeravalJorah belongs to House Seraval, the noble house of healers, alchemists, and scholars of life and death. Their crest—the snake—symbolizes both healing and poison, for in Cindrelith, to mend a wound is to know how to make one fester.House Seraval’s secret lies in envy—envy of the gods. They do not wish to heal; they wish to surpass divinity itself.They experiment with celestial blood, seeking immortality.
They shape flesh like clay, reforging broken bodies.
They whisper of an Elixir of Unmaking, a potion that can grant eternal life… but at a terrible price.
Jorah has not aged in over a century. His hands do not tremble. His body does not tire.And yet, those who knew him in his youth say he has changed. That his laughter has faded. That his face—when it is seen at all—no longer looks entirely… human.


The Black Markets of Noctis-Hael: A Surgeon’s TradeIn the underbelly of Cindrelith, where stolen divinity is bought and sold, Jorah’s name is spoken in quiet reverence.Angel’s blood, the most coveted substance in the kingdom, is said to heal any wound—but Jorah hoards it, unwilling to let mere mortals wield power meant for his hands alone.There are whispers that he has made bargains in Noctis-Hael, that he has traded in things not meant to be touched:Stolen wings, grafted onto those willing to pay the price.Angelic marrow, crushed into powders that extend life.Torn souls, removed like tumors, leaving only obedient husks behind.But when asked, he only smiles.


The Veiled Chirurgeon

The Veiled Chirurgeon is the one who oversees the well-being of Cindrelith’s people, though their methods are far from gentle. Through their Rite, they were granted sight beyond the flesh—able to see the sicknesses hidden within a body, even the sicknesses hidden within a mind.Their presence alone is unsettling. Where they walk, wounds weep, poisons flee, and the weak tremble. Some claim they can pull the sickness from a person like thread from a tapestry, though few understand where the sickness goes when it leaves.There are rumors, though—hushed voices in the dark alleys of Noctis-Hael. That those who displease the King of Kings do not die in battle or trial. They simply… waste away.

Jorah – Pestilence, The Veiled ChirurgeonJorah Seraval is Pestilence, one of the Four Reflections of the King of Kings, and the master of medicine, white magic, and the great hospitals of Cindrelith. He is the Veiled Chirurgeon—a title both revered and feared, for while he is the greatest healer in the kingdom, he is also the unseen hand that ensures those deemed unworthy do not live to see another day.Where Jorah walks, wounds weep, fevers break, and poisons recoil. Through his Rite of Reflection, he was granted sight beyond the flesh—able to see the sicknesses hidden within a body, even the sicknesses hidden within a mind. But his presence alone unsettles, for his power does not simply cure; it purges.


The Great Healing Halls of CindrelithJorah oversees the White Mages of Cindrelith, a sacred order of healers, alchemists, and fleshweavers whose gifts do not come without cost. Unlike the rigid healers of the High Sanctuaries, Jorah's White Mages walk many paths:The Soothing Hand – Traditional healers who mend wounds and ease suffering.The War Mages – Those who do not heal, but destroy, their magic unmaking flesh rather than restoring it.The Seekers of Truth – Scholars who study the mysteries of celestial flesh and mortality.The Fleshweavers – Those who reshape flesh and bone, some for healing… and some for darker purposes.Jorah does not limit his order to healers alone, for he understands a fundamental truth—medicine is not simply about preservation, but control.

House Seraval's Snake Crest


The Physician of the King—or His Executioner?There are rumors—hushed whispers in the alleys of Noctis-Hael—that those who displease the King of Kings do not die by sword or trial. They simply waste away. A sickness with no name. A withering of the body that no healer can cure.Jorah does not speak of these rumors. He does not need to.His loyalty to the King of Kings is absolute—so long as it serves a purpose. He alone knows the true state of the King’s body, whether it is strong or failing, whether the mask of eternity can endure for another lifetime.And if one day the King of Kings were to grow weak…
If his body were to fail, his divinity to crumble…
Would Jorah cure him? Or would he let the disease run its course, carving out the rot at the heart of Cindrelith?


The Elixir of Unmaking, House Seraval's Relic


A Choice That Cannot Be UndoneJorah Seraval—Pestilence, the Veiled Chirurgeon—is many things. A healer. A scholar. A surgeon of divine flesh.But above all, he is a man who understands that every cure comes with a price.And should Cindrelith’s sickness become too great…Will he be the physician who saves it?Or the scalpel that cuts it apart?


Death

"Judgment is not in the eye, but in the soul."


The Rite That Took His Sight
Before Azrael became the Blind Justicar, he was born into House Elavaris, a noble bloodline tasked with maintaining the Ocularium, the great archive of prophecy and judgment. His early life was spent in quiet study among tomes of forgotten law and whispers of fate.
But when the time came for his Rite of Reflection, the Glass Sepulcher did not merely grant him revelation—it consumed his sight entirely. His eyes fused shut, as if burned away by something beyond mortal comprehension. He emerged from the sepulcher blind, yet he had never seen more clearly.The transformation was absolute. He did not receive a single vision—he received all of them. Past, present, future. Every lie, every unspoken truth. Every crime not yet committed, every betrayal waiting to bloom. It was too much.At first, he was silent. His mind was flooded with too many voices, the weight of all that had been and all that would be. But then, something within him shifted—he learned to focus. He filtered the visions, peeling them apart like layers of glass, until he could wield his gift as a weapon, not a curse.And so, the Blind Justicar was born.


The Crest of the The Prophets of Cindrelith


The Justicar and the ProphetsAzrael is the greatest Prophet Cindrelith has ever known—and its most dangerous. His visions are not fragmentary, not symbolic riddles waiting to be deciphered. He sees fate as it is, laid bare before him.The Prophets of the Ocularium worship him as their unquestionable master, yet they fear him just the same.For the younger Prophets, he is their teacher, guiding them through the burdens of sight.For the older seers, he is a paradox—both an ally and a threat.
Some whisper that he has seen Phanuel’s final prophecy, the one even the King of Kings dares not read.
And if that is true, then why does Azrael remain silent?


The Eye of the Dead, House Elavaris's Relic


The Blind Justicar

The Blind Justicar is the final arbiter of Cindrelith’s law, a being feared and revered in equal measure. Their Rite of Reflection took something from them: their sight, their eyes fused shut as if burned away by revelation. But in return, they were granted something far more powerful:True Sight.The Justicar sees not with mortal eyes, but with divine judgment. They cannot be deceived, cannot be swayed by words or lies. To stand before them is to be seen in totality—every sin, every virtue, every hidden truth laid bare.Their decrees are absolute. When they speak a sentence, it is not just law—it is reality. The guilty wither where they stand, their life taken as if it were never theirs to hold. The innocent walk free, though they leave the Justicar’s presence forever changed, haunted by what they have been forced to see within themselves.But there are whispers—because of course there are whispers.
That the Justicar knows something the King does not.
That their sight has shown them a future even they dare not speak aloud.
And that perhaps, the true judgment of Cindrelith is yet to come.

Azrael – The Blind Justicar of CindrelithAzrael Elavaris stands as the unchallenged arbiter of truth in Cindrelith. Feared as much as he is revered, his rulings are neither questioned nor overturned—for when he names the guilty, the world itself bends to acknowledge it. But unlike the King of Kings, who rules by celestial blood and divine inheritance, Azrael wields a power that no crown can command:The Eye That Sees All, But Never Itself.


The Justicar’s Role in CindrelithAzrael is more than just a judge—he is Cindrelith’s final sentence. His authority eclipses even that of the noble houses, for when he declares a truth, it becomes unchangeable law.He presides over the High Courts, where nobles and commoners alike must kneel before his judgment.He commands the Ocularium, overseeing its scribes and ensuring that dangerous prophecies remain buried.He wields the Eye of the Dead, a sacred gemstone beset on a chain, that reveals the truth of any matter—of any soul.When Azrael speaks, his words are not mere laws—they are absolute decrees of existence. If he declares a man guilty, the accused’s heart will seize before the sentence is even finished. If he declares a woman innocent, even a blade at her throat will halt as if held by divine force.But what happens when the Justicar knows something he cannot speak aloud?

House Elavaris's Swan Crest


The Secrets Azrael KeepsThere are rumors, always rumors. But some truths do not belong in whispers—some truths are too great to be spoken aloud.He Knows the King’s Greatest Sin
The King of Kings claims to be the last of the first Nephilim.
But Azrael has seen his true origin, and it is a lie woven so deeply into Cindrelith’s foundation that exposing it would shatter the kingdom itself.He has remained silent… for now.
He Knows the Angel Beneath is Awakening.
The chained angel, Phanuel, The Face of God, has stirred.And when Phanuel opens its eyes, Azrael will be the first to see.He does not yet know what that will mean—but he fears it more than anything.He Knows His Own Fate—And He Cannot Escape ItIn every vision, in every possible future, Azrael does not survive.Not one single thread of fate allows him to live to see the end of Cindrelith’s great trial.And yet, he cannot see how he dies.That, more than anything, haunts him.


The Three Sacred Orders

Knights of the Glass Sepulcher

"Know thyself and be beborn."

The paladins

The warriors of both kingdoms.Their power is revealed through the Rite of Reflection, emerging with abilities that define their true selves. Their duty is to protect, to serve, and—if necessary—to strike down those who would disrupt the fragile balance.The Knights of the Glass Sepulcher are the elite brotherhood of Cindrelith, a sacred and feared knighthood whose initiation is as mysterious as the kingdom itself. Unlike other warrior sects that train through battle, these knights are forged in stillness, emerging from a trial that strips them of all but their own essence, leaving them ideal vessels for the radiant power of the knighthood.


The Rite of Reflection

To ascend as a knight, an initiate must undergo the Rite of Reflection, a solitary meditation inside a glass coffin—sealed away from the world in total isolation for three to seven days. The coffin is filled with just enough air to keep them alive, but the experience is meant to push them to the limits of both mind and spirit. It is said that in the silence, one is forced to confront their true nature, and when the time comes, the glass either shatters in revelation or remains intact in rejection.What they emerge as is unpredictable. Some knights awaken with radiant wings, glowing eyes of foresight, voices that command absolute silence, or the ability to phase between light and shadow. Others are changed in more subtle ways—an intuition that never fails them, a mind that bends steel, a presence that strikes fear in even the bravest souls.Yet, there are those who never emerge at all, buried alive by the weight of their own insecurities.

Purpose and Symbolism

The Knights believe that true power comes not from divine favor or sheer will, but from understanding oneself completely. Only by facing their own mind, stripped of all distraction, can a knight awaken their true nature—whatever that may be.The Glass Sepulcher itself symbolizes Cindrelith's own condition: a kingdom encased in beauty yet fragile, reflective yet concealing, always on the verge of breaking. The knights, much like the kingdom, walk the line between revelation and ruin.


The Unspoken truth

Aurelius Dainmir, "The Half-Graced"
A Mage who's coffin shattered after a single day within

Few speak of it, but whispers tell of those who emerge… wrong.Not everyone can withstand the truth of their own soul. Some break in mind, others in body. Some see too much—visions they cannot unsee, whispers they cannot silence. These knights are often sent to serve in Noctis-Hael, deep below, far from the public eye.The Phanari revere them as divine messengers. The angels above call them broken reflections.Either way, once you enter the Sepulcher, you do not leave unchanged.


White Mages of Cindrelith

"A wound is not merely of the body. It is written on the soul. And what is written can be unwritten."

Weavers of Celestial Flesh

The White Mages of Cindrelith are the conduits of divine restoration, wielders of the sacred arts that mend flesh, ease suffering, and, when necessary, sunder the barriers between life and death. Their power, drawn from the celestial currents that weave through the kingdom, manifests in ways both subtle and profound. Yet, unlike the rigid healers of the High Sanctuaries, the White Mages walk varied paths, for the divine touch is not limited to gentle hands alone.


The Many Paths of the White Mages

While many assume that all White Mages devote themselves solely to healing, this is far from the truth. The art of divine magic is not singular in purpose, and those who undergo the Rite of Reflection to awaken their gifts often find themselves drawn to vastly different callings:The Soothing Hand: Traditional healers, revered in temples and battlefields alike, who mend wounds, purge sickness, and even extend life through careful manipulation of celestial essence.The War Mages: Those who do not wield their gifts for healing, but for devastation. These warriors imbue their weapons with divine energy, calling forth searing light to strike down the wicked. Their magic does not restore—it unravels.The Seekers of Truth: Scholars and mystics who dedicate their lives to unraveling the mysteries of divine essence. They explore the nature of existence, the boundaries of mortality, and the lost knowledge of the heavens themselves.The Fleshweavers: Masters of celestial alchemy, these mages reshape flesh and bone as easily as one might mold clay. Some are healers beyond compare, restoring lost limbs and reforging broken bodies. Others, however, are whispered of in fear, their experiments pushing the limits of what should be changed.

Aurelius Dainmir, The War Mage
Right hand to the Defender Ecclesiae

Each White Mage undergoes the Rite of Reflection, emerging transformed by the revelation of their own truth. Some receive only minor gifts—a touch that soothes, a voice that compels. Others awaken with power that can reshape reality itself. But power alone does not define a White Mage; it is their will that determines what they become.


The Oath of the Weavers

Osmanthus Seraval
Renowned Healer

Weavers of Celestial Flesh

"To wield the light is not a right. It is a burden, taken willingly."

Unlike the rigid knights of the Glass Sepulcher, White Mages do not swear fealty to the King of Kings alone. Their duty is to the world, to the balance of life and death itself. Some remain in Cindrelith, serving as the guardians of health and stability. Others wander beyond the kingdom, seeking knowledge, lost relics, or the means to mend wounds that the kingdom itself has caused.The greatest among them are sought after by nobles and warlords alike, their favor capable of deciding the fate of entire battles. A single White Mage at a king’s side is worth more than a hundred warriors, for they can mend what swords break—and ensure that their chosen sovereign never falls.Yet, not all White Mages answer when called. Some vanish into the shadows, their work known only to those desperate enough to find them. Some refuse to heal those who do not deserve it. And some, weary of the cycle of suffering, learn how to break more than they mend.


The Price of Divinity

"Not all wounds can be healed. And not all who heal are saviors."The power of the White Mages is neither gentle nor without consequence. To restore what is broken, one must take the burden of that suffering upon themselves. Some whisper of White Mages who have healed too much, their own flesh unraveling as they absorbed the wounds of others. Some speak of those who have lived too long, their lifespans stretched beyond mortal limits by the very magic they wield. And there are darker rumors still—of those who have seen too deeply into the fabric of life and death, their minds lost to the knowledge of what should not be known.Among the oldest White Mages, there is a saying:"Every healer bears their own wounds. Some are seen. Some are not."

Jorah Seraval
Reflection of Pestilence


The sacred and the forbidden

There are things even White Mages fear. Ancient techniques, rituals that bind life unnaturally, forbidden arts that steal vitality rather than restore it. It is said that deep within Noctis-Hael, where the black markets thrive, there are those who deal in the trade of stolen divinity—those who harvest the essence of angels and Nephilim alike to fuel their own twisted works. And among the highest halls of Cindrelith, there are whispers that even the King of Kings hoards relics of forgotten healing, their power too great—or too dangerous—to be used.And yet, despite the dangers, despite the burdens, the White Mages endure. For in a kingdom built upon divine legacy, where wounds are carved into flesh and fate alike, there will always be those who seek to mend what others have broken.And some—some who refuse to mend at all.


The Prophets of Cindrelith

"We are not chosen because we are strong. We are chosen because we cannot look away."

Chosen from Birth, Bound to Sight

Prophets are born—they are not made.Children suspected of prophecy (born under rare celestial events, exhibiting strange behaviors, or marked with divine scars) are taken from their families and raised within the Ocularium—the grand sanctuary of the Seers.They are trained not just to see, but to interpret. Visions are cryptic, layered in symbols, and difficult to process without guidance.


The Selection:
How Prophets Are Chosen

"It begins as a whisper, then a shadow, then a storm. You were not meant to be normal."

The Unseen Friend - They talk to someone who isn’t there.
A child begins speaking to an invisible figure. Often a tall robed being with no face and a halo of unspeakable light.
They know things they shouldn’t—secrets of the past, fates of strangers, the exact moment a candle will burn out.
If asked who they’re speaking to, they only offer: “The one who watches.”
The Echoing Voice - They speak, and another voice speaks with them.
When they talk, there is a second voice laced between their words.
Sometimes it is soft and mournful, other times it is a chorus of many.
Covering their mouth cannot silence the second voice.
The Sight That Cannot Be Stolen - They see things others do not.
Blindfold them. Cover their eyes. Lock them in darkness. It does not matter. They will see.
They refuse look into blackened mirror, bowls of holy water, empty chairs, or patches of the sky—whispering that something is there.
When they stare at a person for too long, that person falls ill within a week.
The Weeping Hands - The ink was gone, so they wrote in red.
The child writes things in their sleep, sometimes on walls, sometimes on their own skin.
They wake with bloody fingertips, carving the sigil of Phanuel into their bedposts or stone floors.
They do not know what is written, studied prophets decipher only warnings
The Mark of a Dying Star - The body does not obey mortal arms.
The child does not feel cold, nor is touched by flame.
Their shadow lags behind them, a delay of just a second.
The pupil of one of their eyes bears the sigil of Phanuel

Kiran Dainmir, The War Prophet
Left Hand to the Defender Ecclesiae

What Happens When a Child Shows These Signs?
They are taken to the Ocularium, where they are tested.
False prophets do occur, rarely are senior seers fooled.
Children that pass the trials are expected to live in the Ocularium full time.
Some families hide their children, fearing what the kingdom, or Phanuel will do to them.
Some Prophets run, risking an encounter with Cindrelith knights for a chance at freedom.


Training at the Ocularium

“To see is not enough—you must learn to decipher the veil between what is and what could be.”

Training may include, but is not limited to:Ritual Immersion:
The Chamber of Echoes: Prophets are exposed to Phanuel's whispers through resonant glass or crystal formations. They learn to filter the divine voice from the ambient noise of reality.
The Night of Veils: Once a month, Prophets undergo isolation in pitch-black rooms, learning to trust their inner sight rather than their physical senses.Physical and Mental Conditioning:
Prophets learn to ground themselves through breathing exercises, meditation, and physical rituals.
Symbolic Deciphering:
Prophets study ancient texts, glyphs, and murals that depict historical visions. They practice translating these symbols into coherent interpretations, honing their ability to recognize patterns.


The Seven Noble Houses

The Seven Noble Houses of Cindrelith uphold the kingdom’s divine order, each embodying a virtue while concealing a fatal flaw. Vaelmont, the keepers of purity, hide forbidden desires. Elavaris, the guardians of prophecy, hoard dangerous knowledge. Vortessa, the masters of commerce, secretly fund rebellion. Taranis, the kingdom’s architects, conceal its failing infrastructure. Corvelis, the unseen hand of governance, wields law as a quiet weapon. Seraval, the revered healers, push the limits of life and death. Dainmir, the warrior-philosophers, question if the King of Kings is still worthy. Together, they shape Cindrelith’s fate—whether towards salvation or ruin.

Dainmir

The Lion of the Sepulcher

Duty above all

House Dainmir is the house of warriors, philosopher-knights, and guardians of Cindrelith’s martial traditions. They are the backbone of the kingdom’s military might, producing the greatest Paladins, strategists, and battlefield commanders. Their loyalty to the King of Kings has never wavered—at least, not publicly.Their crest, the Lion, symbolizes strength, nobility, and unbreakable discipline. House Dainmir’s warriors are known for their honor, their resolve, and their willingness to sacrifice everything for the good of the kingdom.But beneath their revered reputation, there lies a hidden turmoil—for duty, once unquestioned, has begun to crack beneath the weight of doubt.And if the Defender Ecclesiae himself begins to waver, what will become of Cindrelith’s strongest shield?


In Memoriam

Theron Dainmir

House Dainmir was founded by Theron Dainmir, the First Sword of Cindrelith, a warrior who stood at the right hand of the first King of Kings. While others sought political power or wealth, Theron devoted his life to the art of war, ensuring that Cindrelith would never fall to its enemies.He established:
The Knights of the Glass Sepulcher, an order dedicated to upholding the divine will through battle.
The Doctrine of the Unyielding Blade, which teaches that a warrior must serve without question, for doubt leads only to ruin.The Rite of Reflection as a Warrior’s Trial, ensuring that only the strongest and most disciplined may ascend as Paladins.

For centuries, House Dainmir has led Cindrelith’s armies, crushed rebellions, and enforced the will of the King of Kings. Their warriors do not flinch, do not waver, and do not betray.Yet now, with the kingdom teetering on the brink of collapse, even the unbreakable must ask—what happens when the ones sworn to protect the kingdom no longer believe in its cause?


Dainmir's Role in Cindrelith

The Commanders of the Kingdom’s Armies: Every general, knight, and war strategist in Cindrelith owes their training to House Dainmir.The Guardians of the Sepulcher: They oversee the Rite of Reflection, ensuring that only the worthy ascend as divine warriors.The Enforcers of Order: If rebellion stirs, it is House Dainmir that crushes it with righteous force.The Oathbound Defenders: For generations, they have sworn absolute loyalty to the King of Kings—but for the first time, some wonder if that loyalty is misplaced.


The house's Sacred Sin
The Pride of Purpose

House Dainmir prides itself on unwavering loyalty—but that loyalty has become a cage.
They do not allow themselves to question their orders.
They believe that hesitation is weakness.
They convince themselves that obedience is righteousness.
They refuse to admit that their kingdom may already be lost.
Their sin is not arrogance—it is the refusal to believe they could ever be wrong.
And as the cracks in Cindrelith grow wider, House Dainmir must face a truth they have long denied:

"What if duty is not enough?"


Key Members of House Dainmir

Lord Lorcan Dainmir

Reflection of War
Defender Ecclesiae

"A kingdom without its sword is already dead."

The Head of House Dainmir and Supreme Commander of the Knights of the Glass Sepulcher.
A master of battlefield strategy, unmatched in combat.
Carries the weight of enforcing the King of Kings’ rule—but secretly wonders if the throne is still worth defending.Married to both Aurelius and Kiran, forming an unbreakable triad of love, power, and prophecy.Wields The Lion’s Oath, a blade infused with celestial judgment, said to only strike the guilty.Lorcan has never lost a battle—but for the first time, he fears he may be fighting for a cause that is already doomed.And when the time comes to choose between duty and truth, which will he betray?


Aurelius Dainmir

The Half-Graced
Mage of War

"Not all who leave the Glass Sepulcher emerge whole. Some are shattered, reforged in gold and agony."

Once the heir to House Vaelmont, now a Mage of War in service to Lorcan.His failed Rite of Reflection left him broken, his wings ruined, his body forever scarred.Refuses to be pitied, despite being treated as a cautionary tale.Still believes in Cindrelith’s ideals—but knows its leaders are corrupt.Deeply in love with Lorcan and Kiran, yet struggles with feelings of unworthiness.Aurelius has lost everything—his family, his wings, his future.But perhaps, in rebuilding himself, he will find a new purpose that is stronger than the one he lost.


Kiran Dainmir

Prophet Of War
The Seer Who Guides The Blade

"To know the future is to bear its weight alone."

A powerful Prophet, whose visions have shaped Cindrelith’s greatest battles.Knows too much—yet is bound by duty to say only what must be said.Deeply devoted to both Lorcan and Aurelius, yet haunted by visions of their fates.Sees that war is coming, but does not know if Cindrelith will survive it.Kiran has foreseen a future where Cindrelith falls.But does not yet know if they have the strength to warn the ones they love—or if they would listen even if they did.


Sorin Dainmir

The Young Lion

"They call me the Lion's Cub, but I don't want to be in Lorcan's shadow. I'll make my name how I choose."

A young scion of House Dainmir, he dreams of becoming a famed Paladin of the Glass Sepulcher, inspired by his cousin Lorcan, the Reflection of War.Gifted with a blade from a young age, he outmatched most of his kin, proving his skill by winning the Dainmir Tournament.His victory earned him a place as squire to Amos Vortessa, a renowned yet scandalous Paladin whose charisma and indulgences clashed with the order’s rigid ideals.Under Amos’ tutelage, he learned both discipline and desire, absorbing the contradictions of a warrior bound to faith yet drawn to life’s pleasures.Now, as he prepares for his own Rite of Reflection, he stands at a crossroads—will he become the knight he always envisioned, or something entirely unexpected?

House Dainmir's Relic

The Lion's Oath

"A blade that does not serve its master—it serves only the truth."

Forged from a fallen angel’s shattered halo, The Lion’s Oath is House Dainmir’s most sacred relic, a sword said to strike down only the guilty.Properties of The Lion’s Oath
It cannot be wielded by the unworthy.
It burns the hand of any who raise it against the innocent.
It grants its wielder unshakable resolve in battle.
But if Lorcan himself is ever found unworthy—it will refuse to serve him.Lorcan has always trusted in his blade.But with every passing day, he wonders if he is still worthy to carry it.Because if the sword ever refuses him—It means that he has become the enemy.


Vaelmont

The Keepers of Divine Purity

Blood Pure, Spirit Unyielding

House Vaelmont is one of the Seven Noble Houses of Cindrelith, known for its unwavering devotion to purity, faith, and the preservation of sacred Nephilim bloodlines.Regarded as the most pious and aristocratic of the noble families, the Vaelmonts wield immense influence over the religious and prophetic orders, ensuring that their legacy remains untouched by mortal corruption.Their crest, the Dove, represents grace, divinity, and innocence, yet in whispers, some mock it as a bird too fragile for the storm.Beneath their serene exterior, House Vaelmont conceals a labyrinth of secrets, suppressed desires, and ruthless ambition, all in the name of maintaining their holy image.


In Memoriam

Israfel Vaelmont

House Vaelmont traces its origins back to Israfel Vaelmont, the Song of Heaven, one of the first Nephilim to walk Cindrelith.Israfel was said to have been the last angelic voice heard in Heaven before the Fall, carrying the echoes of divine harmony. After the Nephilim were cast down, Israfel established House Vaelmont as a beacon of purity and devotion, believing that through discipline, faith, and blood purity, the Nephilim could one day reclaim their place in Heaven.Over the centuries, House Vaelmont cemented its power through strategic marriages, alliances with the Order of the Glass Sepulcher, and a tight grip on religious doctrine. They played a key role in the creation of the Luminara, the holy scripture of Cindrelith, and oversaw the earliest Rites of Reflection, ensuring that only the most worthy souls could wield divine gifts.

However, their obsession with purity has also led to dark consequences—forbidden desires suppressed under the weight of duty, bloodlines too tightly woven, and the quiet elimination of those deemed unworthy of their lineage.


Vaelmont's Role in Cindrelith

The Divine Bloodline: Vaelmont believes their lineage is closest to the original Nephilim, granting them the right to guide the kingdom’s spiritual destiny.The Keepers of Prophecy: Many of Cindrelith’s greatest Prophets emerge from Vaelmont bloodlines, interpreting divine visions and whispering their warnings to the throne.The White Mages of Purity: Vaelmont healers are among the most skilled in Cindrelith, their methods bordering on divine miracles, yet their knowledge of celestial essence is far greater than what is publicly known.The Hidden Power Behind the Throne: Though they have never ruled directly, House Vaelmont has been kingmakers, ensuring that every Adam of the King of Kings remains bound to their will.


The house's Sacred Sin
Suppression And Forbidden Longings

For all their preaching of purity, House Vaelmont harbors whispers of hypocrisy. Many of its members have been caught in scandals, secret romances, and even heretical pursuits, all of which are swiftly buried beneath the house’s rigid control.
There are whispers of:
A priest who speaks of divine visions but secretly indulges in mortal pleasures.
A noble heir torn between duty and the call of forbidden love.
The quiet removal of children born from ‘unholy’ unions, their names never spoken again.
To love beyond one’s station is a crime in the eyes of House Vaelmont, yet history has shown that no cage can hold a dove forever.

"Purity is a veil of glass—beautiful, fragile, and already cracking."


Key Members of House Vaelmont

Lord Elessar Vaelmont

Patriarch

"A house does not bend. It does not break. It endures."

The head of House Vaelmont, Lord Elessar Vaelmont is a figure of uncompromising faith, duty, and severity. Unlike his predecessors, who ruled through quiet piety, Elessar has transformed the house into a pillar of control and influence, ensuring that no part of Cindrelith’s religious order operates outside of Vaelmont oversight.Once a Paladin of the Glass Sepulcher, Elessar emerged from his Rite of Reflection untouched by doubt, his wings a perfect white, his eyes capable of seeing falsehood with a mere glance. He was a warrior-priest, known for his unyielding discipline and refusal to acknowledge weakness—especially within his own house.His Greatest Disappointment: Aurelius Vaelmont

Elessar had high hopes for his eldest son, believing that Aurelius would be the greatest Vaelmont heir to ever live. But when Aurelius’ Rite of Reflection failed, leaving him scarred, broken, and unable to fly, Elessar saw it as a divine rejection.To him, Aurelius is a symbol of imperfection, an echo of failure that he refuses to acknowledge.Even though Aurelius fights as a Mage of War beside the Defender Ecclesiae, to Lord Vaelmont, his firstborn is already dead.


Aurelius Dainmir

The Disgraced

“He was my pride once. Now, he is a lesson.”

Elessar Vaelmont does not rage about Aurelius—rage is for things that still matter.His disappointment is cold, final, a wound cauterized before it had the chance to bleed. Aurelius was meant to be the pinnacle of their lineage, the proof of Vaelmont’s divine favor, yet the Sepulcher spat him back out half-made, a thing of fractured potential and golden scars.To Elessar, his son is not merely a failure; he is a reminder that even the purest bloodline is not immune to fate’s cruelty. He does not speak Aurelius’ name unless necessary, and when he does, it is with the detached tone of a scholar discussing a long-dead heretic.Cassiel is the future now, the proof that House Vaelmont remains unbroken. Whatever love Elessar once had for his firstborn has been buried beneath duty, and if regret lingers beneath his severity, he will never allow it to be seen.


Cassiel Vaelmont

The New Heir

"A true Vaelmont does not falter. A true Vaelmont does not fail."

Following Aurelius’ disgrace, Cassiel Vaelmont has been declared the new heir. Born of divine favor, Cassiel emerged from their Rite of Reflection with a transformation so perfect it was heralded as a miracle.Cassiel possesses:
Wings as pure as the first Nephilim.
Eyes that glow with celestial foresight.
A voice that commands absolute obedience.
He is Elessar’s pride and joy, the proof that House Vaelmont remains pure and blessed. However, Cassiel is not blind to the truth. He sees how Aurelius is treated, how their family’s love is conditional.

A part of him wonders:
"If I had failed, would I have been cast aside too?"
Despite his divine gifts, Cassiel is tormented by self-doubt—and it is a secret he can never reveal.


House Vaelmont's Relic

The Angel's Heart

"It calls to the lost, to the forsaken. To those cast aside, it whispers—'Come, and be whole again.'"

Hidden deep beneath the Vaelmont ancestral estate is a relic known as The Angel’s Heart—a fragment of a fallen celestial being, pulsing with raw power.It is said to have belonged to an angel who chose love over duty, who fell for a mortal and was punished for it.House Vaelmont has guarded it for generations, believing that through its power, they can one day restore themselves to true divinity.The Angel’s Heart grants:
The ability to heal wounds no White Mage can mend.
Visions of the past and future, but only to those of Vaelmont blood.
A chance to restore broken wings… at a terrible cost.

Some say the Angel’s Heart whispers in the dark, calling out to those who have been cast aside.

And Cassiel, though he tries to ignore it, has begun to hear it speak Aurelius’ name.


Elavaris

Keepers of Fate

The Future Remembers

House Elevaris is the noble house of scholars, seers, and judges, responsible for safeguarding the prophecies, laws, and histories of Cindrelith. Their home, the Ocularium, is a vast library of glass and stone, containing the kingdom’s most dangerous secrets, lost texts, and the unseen threads of fate.Known for their stoicism, intellect, and insight, Elevaris nobles are raised to value knowledge above all else, believing that wisdom is power—and only those who truly understand history can shape the future.Their crest, the Swan, represents elegance and foresight, yet beneath its serene exterior, it is a bird that drowns its enemies with silent precision. While House Elevaris is seen as the guardian of truth, it is whispered that they hoard knowledge not to share, but to control.


In Memoriam

Meridion Elavaris

The origins of House Elevaris trace back to the First Justicar, Meridion Elevaris, a Nephilim who walked among the fallen ruins of Heaven and carved the first laws of Cindrelith into glass tablets.From the beginning, House Elevaris was tasked with recording the truth of the world—the laws of the Nephilim, the histories of the fallen, and, most importantly, the visions granted by Phanuel, the chained angel beneath Cindrelith.However, as the centuries passed, the burden of truth became a weapon. Some visions were deemed too dangerous, some histories rewritten to fit the King of Kings’ rule, and some laws twisted to maintain control.Now, House Elevaris is less a guardian of knowledge and more a keeper of secrets, their scholars walking the fine line between preserving history and reshaping it.There are whispers of forbidden texts, of prophecies hidden even from the King of Kings, and of an ultimate truth that House Elevaris has vowed to bury forever.


Elavaris's Role in Cindrelith

The Ocularium’s Keepers: The greatest library in Cindrelith belongs to House Elevaris. It holds records of every law, every war, and every prophecy ever spoken.The Judges of Fate: House Elevaris oversees Cindrelith’s judicial system, ensuring that justice is absolute and inescapable.The Prophecy Watchers: Every vision from Phanuel’s chained form is recorded, interpreted, and… sometimes, erased.The Silent Hand of the King of Kings: If there is a truth too dangerous to be known, House Elevaris ensures it is never spoken again.


The house's Sacred Sin
The Gluttony of Knowledge

While House Elevaris preaches balance, wisdom, and restraint, the truth is that they hoard knowledge like a dragon hoards gold.
They have erased prophecies that threaten their power.
They have rewritten laws to favor their own interests.
They have condemned those who see too much.
There are whispers that the greatest secret of all—the true nature of the King of Kings—is hidden in the deepest vault of the Ocularium.
And should that truth ever be revealed… Cindrelith itself may fall.

"Elavaris hoards truth, fearing the day it is seen."


Key Members of House Elavaris

Lord Azrael Elavaris

Reflection of Death
The Blind Justicar

"Judgement is not in the eye, but the soul."

The Head of House Elavaris and the Blind Justicar of Cindrelith.His eyes were burned away by the Rite of Reflection, yet he sees more than any mortal.Every crime, every lie, every betrayal is laid bare before him.
He alone decides what truths the world is allowed to know.
Wields The Eye of the Dead, a relic that grants him absolute sight—except for one thing: his own fate.Azrael is both feared and revered, a cold and ruthless figure who never speaks unless necessary. He believes that knowledge is too dangerous for the unworthy, and he has silenced countless voices to maintain the illusion of order.
Some say he is a god of justice. Others say he is the most dangerous liar in Cindrelith.


House Elavaris's Relic

The Eye of the Dead

"To look upon it is to know what should never be known."

Deep within the Ocularium lies the Eye of the Dead, an ancient glass orb said to contain the final vision of Phanuel before its fall.Properties of the Eye of the Dead
It reveals the truth of any person who looks into it.
It shows the sins of the past, present, and future.
It can see through any illusion, any deception—except one.
It cannot see the fate of its wielder.
Azrael Elavaris carries this relic at all times, yet even he cannot see his own destiny.And that, above all else, terrifies him.


Vortessa

The Lords of Fortune

Fortune Favors the Faithful

House Vortessa is the economic powerhouse of Cindrelith, controlling trade, banking, and the hidden networks of wealth that keep the kingdom alive. Their mastery of commerce allows them to fund armies, shape political outcomes, and pull the strings of nobles who depend on their financial power.Their crest, the Hound, symbolizes loyalty, shrewdness, and relentless pursuit of prosperity. However, beneath their image of honor and generosity, House Vortessa hoards secrets as much as it hoards wealth—and their loyalty is often for sale to the highest bidder.Few truly understand how deep their influence runs, but in the corridors of power, it is whispered:"No crown can stand without coin—and House Vortessa holds the purse."


In Memoriam

Celestian Vortessa

House Vortessa was founded by Celestian Vortessa, the Merchant-Saint, a Nephilim who saw opportunity where others saw ruin. After the Fall, while other Nephilim mourned their lost paradise, Celestian built a new empire from the ashes, establishing the first trade routes, minting Cindrelith’s currency, and ensuring that the kingdom could sustain itself through commerce rather than war.Under his rule, the Great Merchant Houses were formed, creating a network of trade that extended even into Noctis-Hael, where divine relics and black-market artifacts were exchanged in whispered deals.As the centuries passed, House Vortessa became indispensable—not through military power, but through sheer economic control.

They established:
The Celestial Bank, where nobles store their wealth.
The Guild of Merchants, regulating all trade in Cindrelith.The Vault of Divine Bonds, controlling the trade of angelic relics—both legal and forbidden.However, with wealth comes corruption, and while House Vortessa has built a kingdom of gold, it has also built a kingdom of lies.


Vortessa's Role in Cindrelith

The Bankers of the Kingdom: Every noble owes a debt to House Vortessa, whether they admit it or not.The Architects of the Black Market: They control the trade of divine relics, ensuring that even the forbidden has a price.The Silent Patrons of Power: They fund wars, bribe officials, and manipulate the economy, deciding who rises and who falls.The Hidden Hand of Rebellion: They are the secret benefactors of the Phanuel Resistance, using their influence to destabilize the King of Kings while maintaining a façade of loyalty.


The house's Sacred Sin
The Greed of Ambition

While House Vortessa presents itself as generous, honorable, and charitable, their true nature is defined by insatiable greed.
They do not seek wealth for survival—but for control.
They fund both the King of Kings and his enemies, ensuring they remain necessary to both.
They trade in secrets just as much as they trade in gold.
They do not believe in divine will—only in the power of coin.
Some say that if House Vortessa ever truly desired the throne, they would not conquer it with war—they would buy it outright.

"Charity is just another investment—one that always yields a profit."


Key Members of House Vortessa

Lord Maridios Vortessa

The Gilded Serpent of Fortune

"They call me treasonous, but tell me—who do you think has done more for this kingdom? The King of Kings, or me?"

The Head of House Vortessa and the wealthiest man in Cindrelith.Publicly, he is a generous noble, beloved by the merchant class.Secretly, he is the true leader of the Phanuel Resistance, funding the movement to overthrow the throne.
He does not believe in gods, only in power, control, and the shaping of destiny.
Wields The Blood Coin, a relic that ensures his wealth never runs dry—but at a terrible cost.Celestino is a man of contradictions—a noble who gives freely, yet takes even more, a ruler who claims to despise the throne, yet secretly desires it for himself.And if the King of Kings falls, Maridios plans to be the one left standing.


Amos Vortessa

The Wayward Heir

"Cindrelith calls me a champion, but I’m just a man with a sword and a talent for winning. People see what they want when they look at me, and I let them. It’s easier that way."

Born into House Vortessa, the merchant-lords of Cindrelith, Amos defied his father’s ambitions by choosing a sword over wealth, war over trade, and freedom over expectation.His skill in combat and effortless charm made him both infamous and invaluable within the Order of the Glass Sepulcher, securing his place among the kingdom’s most elite warriors.Despite his reputation as a flirt and a menace, he carries the weight of Cindrelith’s legacy on his shoulders—its strength, its beauty, and its rotting underbelly.Sent to the Landsmeet Tourney as a representative of Cindrelith, Amos is there to dazzle, dominate, and remind the world why his kingdom is untouchable.But to him, it’s just another game—one he has no intention of losing.


House Vortessa's Relic

The Blood Coin

"A blade that does not serve its master—it serves only the truth."

Forged from a fallen angel’s shattered halo, The Lion’s Oath is House Dainmir’s most sacred relic, a sword said to strike down only the guilty.Properties of The Lion’s Oath
It cannot be wielded by the unworthy.
It burns the hand of any who raise it against the innocent.
It grants its wielder unshakable resolve in battle.
But if Lorcan himself is ever found unworthy—it will refuse to serve him.Lorcan has always trusted in his blade.But with every passing day, he wonders if he is still worthy to carry it.Because if the sword ever refuses him—It means that he has become the enemy.


Taranis

The Unyielding Forge

By Will, We Endure

House Taranis is the pillar of industry, engineering, and sustenance in Cindrelith, responsible for keeping the floating kingdom aloft and ensuring the flow of resources. They oversee the construction of the kingdom’s towering spires, the celestial hydroponic farms, and the intricate mechanisms that sustain Cindrelith’s infrastructure.Their crest, the Falcon, represents precision, resilience, and relentless pursuit of progress. While House Taranis is respected for its unshakable work ethic, there are whispers that they are running out of time—that the very systems they maintain are beginning to crumble beneath the weight of their secrets.For centuries, House Taranis has held Cindrelith together, but now, their most terrifying realization is one they cannot share:The kingdom is dying, and they may not be able to stop it.


In Memoriam

Eryx Taranis

House Taranis was founded by Eryx Taranis, the Architect of Heaven, a Nephilim who refused to accept the Fall as an end. He devoted his life to rebuilding the shattered realm, crafting the first great spires of Cindrelith and the machines that kept them afloat.Through his genius in celestial engineering, Eryx ensured that Cindrelith would endure, developing gravity stabilizers, hydroponic farms, and energy conduits that drew power from the remnants of the divine.However, House Taranis’ greatest strength—its knowledge of the kingdom’s foundation—is also its greatest burden.For centuries, they have worked tirelessly to maintain the illusion of eternal prosperity, but resources are dwindling, ancient mechanisms are failing, and the truth is undeniable:The floating kingdom cannot sustain itself forever.And if Cindrelith falls, House Taranis will be the first to take the blame.


Taranis's Role in Cindrelith

The Keepers of the Floating City: House Taranis maintains the gravity cores and energy systems that keep Cindrelith suspended above the world.The Engineers of the Divine: They oversee the forges, foundries, and infrastructure, ensuring that the kingdom does not crumble under its own weight.The Guardians of Agriculture: The celestial hydroponic farms that feed the noble houses are under their control, but crop yields are quietly dwindling.The Silent Strugglers: While they present a front of stability, behind closed doors, they fight a losing battle against entropy itself.


The house's Sacred Sin
The Sloth of Desperation

House Taranis prides itself on diligence, discipline, and resilience. But beneath the surface, they are paralyzed by fear.They see the kingdom’s infrastructure failing, yet they do not speak.They know that their food supplies are running out, yet they do not act.They have delayed solutions, hoping that something—anything—will change.Their greatest sin is inaction—not because they are unwilling to work, but because they fear what will happen when the truth is revealed.Because when the floating kingdom falls, who will take responsibility?

"No more stone and steel can bury the truth—they are running out of time."


Key Members of House Taranis

Lord Benedict Taranis

Reflection of Famine
Archon of the Barren Fields

"The land remembers what was taken."

The Head of House Taranis and the keeper of Cindrelith’s failing infrastructure.Has not eaten or drunk since his Rite of Reflection—his body does not hunger, but his mind is starving.Can touch barren ground and make it bloom, yet every harvest grows thinner than the last.Knows the food crisis is growing worse, but continues to hide the truth.Wields The Hungerstone, a relic that can sustain or starve an entire city with a single touch.Benedict is both a savior and a prisoner, a man who carries Cindrelith’s survival upon his shoulders—yet knows that no matter how much effort he puts in, the city is doomed.


House Taranis's Relic

The Hunger Stone

"It does not create life. It does not take life. It merely decides who is allowed to survive."

Deep within the Taranis estate, hidden beneath layers of steel and secrecy, lies The Hungerstone—a relic said to have been carved from the bones of a starved god.Properties of the Hungerstone
It can make barren land fertile, but only for a time.
It can starve an entire region, draining its vitality into the wielder.It does not create food—it simply decides where sustenance will flow.Every use of the Hungerstone weakens it, and soon, even it may no longer work.Benedict Taranis uses it sparingly, knowing that once its power fades, there will be no way to save the kingdom from starvation.


Corvelis

The Unseen Hand

Order is Destiny

House Corvelis is the silent architect of Cindrelith’s political order, overseeing the bureaucracy, governance, and logistical framework that keeps the kingdom functioning. Unlike the warriors of House Dainmir or the merchants of House Vortessa, Corvelis wields no armies and no wealth—only absolute control over the mechanisms of state.Their crest, the Ox, symbolizes patience, endurance, and the burden of governance. Yet behind their outward stoicism, House Corvelis is not merely record keepers—they are manipulators of fate. They decide who rules, who rises, and who disappears into history’s margins.Their power lies not in swords or gold, but in paper, law, and the invisible influence they weave through every facet of the kingdom.And if they ever decide that the King of Kings must fall—then so he shall.


In Memoriam

Hadrian Corvelis

House Corvelis was founded by Hadrian Corvelis, the First Chancellor, a Nephilim who understood that power was not in battle, but in the control of laws, records, and the flow of information. While other noble houses waged wars and built monuments, Hadrian crafted the first bureaucratic system of Cindrelith, ensuring that nothing could function without his oversight.Over time, House Corvelis became the masters of administration, their influence spreading into:The Royal Archives, where all decrees, treaties, and histories are recorded.The Census Bureau, which tracks every soul in the kingdom.
The Judicial Records, which dictate who is punished—and who is erased.
The Ministry of Diplomatic Affairs, ensuring Cindrelith’s enemies are controlled through treaties or blackmail.

For centuries, House Corvelis has operated from the shadows, ensuring that Cindrelith’s stability remains intact. However, they do not serve out of loyalty—they serve because they believe only they are fit to shape the kingdom’s fate.And when the King of Kings falters, they will ensure that his successor is one of their choosing.


Corvelis's Role in Cindrelith

The Keepers of Bureaucracy: Every law, tax, and census report passes through Corvelis hands.The Architects of Order: They maintain the administrative framework that allows Cindrelith to function.The Secret Historians: They possess records of events that never officially happened, ensuring history bends to their will.The Silent Executioners: When someone disappears from the records, they were likely erased by House Corvelis.


The house's Sacred Sin
The Wrath of Silence

House Corvelis preaches patience, wisdom, and control. Yet beneath their measured exterior, they harbor a quiet fury—a hatred for the chaos of lesser minds.They see inefficiency as an abomination.They believe that only they understand how Cindrelith should be governed.They do not forgive betrayal—they erase it.They see themselves as the rightful rulers, yet know they must never wear the crown.Their sin is not reckless rage—it is cold, calculated vengeance.
Because those who defy Corvelis do not die in battle.
They simply disappear from history itself.

"Corvelis doesn’t need swords. If they want you gone, they’ll just make sure you were never there to begin with."


Key Members of House Corvelis

Lord Valen Corvelis

The Silent Architect of Power

"A ruler is only as strong as the hands that place the crown upon his head."

The Head of House Corvelis and the High Chancellor of Cindrelith.Controls the kingdom’s bureaucracy, records, and judicial framework.Knows every noble house’s weaknesses, debts, and hidden crimes.
Speaks rarely—but when he does, laws are rewritten.
Wields The Ledger of Fate, a tome that records every secret worth knowing.Valen does not care for wealth, honor, or divine will—he cares only for order. And if the King of Kings becomes a threat to that order, then Valen will ensure that his rule is rewritten as a failure, his name erased, and his body replaced by a more suitable successor.Because the crown is nothing without the hand that guides it.


House Corvelis's Relic

Ledger of Fate

"A single name erased is a single future rewritten."

Deep within the Royal Archives, hidden beneath layers of wards and deception, lies The Ledger of Fate—a book that records every secret, every betrayal, and every hidden truth in Cindrelith.Properties of the Ledger of Fate
It reveals the true past of any person, even if history has been altered.
It can erase names from existence, making the world forget them entirely.It cannot be destroyed, for its pages are woven from the essence of fate itself.Only the Head of House Corvelis may write in its pages.Valen Corvelis uses the Ledger sparingly, for every name erased is another step toward reshaping destiny itself.But even he wonders if there is a name written within that he dares not remove.Because if the Ledger contains the true name of the King of Kings, then perhaps even he is not as eternal as he seems.


Seraval

The Blood of Healing

To Heal is To Honor

House Seraval is the noble house of healers, alchemists, and scholars of life and death, overseeing Cindrelith’s hospitals, medical research, and White Mage orders.Their mastery of the divine and arcane arts of restoration has made them invaluable to both nobles and commoners alike—yet whispers say their healing comes at a cost not always seen.Their crest, the Snake, symbolizes knowledge, healing, and the duality of mercy and poison. For while House Seraval is known for curing the wounded, they are also rumored to be the silent hand behind many who fall ill.House Seraval’s influence is immense, yet their true work extends beyond mere medicine—they seek the mastery of life itself, walking the fine line between savior and executioner, between healer and corrupter.


In Memoriam

Mirra Seraval

House Seraval’s origins trace back to Mirra Seraval, the First White Mage, a Nephilim who was said to have woven light into flesh, restoring broken bodies and lost souls. She was the first to refine celestial healing, crafting rituals, salves, and alchemical formulas that blurred the line between divinity and science.As Cindrelith’s power grew, House Seraval became the keepers of medical knowledge, establishing great healing sanctuaries, alchemical laboratories, and experimental research halls.However, their pursuit of mastery over life and death led to darker discoveries—the use of celestial blood in healing, the forbidden art of soul extraction, and the creation of medicines that can mend—or ruin—the body.Now, while House Seraval remains revered, they are also feared. For in their halls, one never knows if they are being healed, experimented upon, or merely observed for the next great discovery.


Seraval's Role in Cindrelith

The Sacred Healers: House Seraval oversees the hospitals, infirmaries, and White Mage orders, ensuring that Cindrelith’s warriors and nobility remain strong.The Keepers of Celestial Alchemy: They are the foremost experts in divine medicine, able to extend life, mend fatal wounds, and even restore lost limbs—for the right price.The Experimenters of Flesh: Beneath their hospitals, Seraval scholars study forbidden methods, testing the limits of divine healing and the corruption of mortality.The Silent Executioners: While they heal the worthy, they also control sickness and death, ensuring that certain enemies never recover.


The house's Sacred Sin
The Envy of the Gods

For all their devotion to healing, House Seraval is consumed by envy—envy of the gods themselves.They do not just wish to heal—they wish to surpass divinity itself.They are obsessed with unlocking the secrets of immortality.They manipulate divine essence, experimenting with stolen celestial blood.They see sickness as a tool, just as much as healing.There are whispers of forbidden experiments, of patients who vanish, and of a cure that could grant eternal life—but only to those deemed worthy.And as the years pass, some within House Seraval no longer ask how to heal—only how to make themselves gods.

"Seraval doesn’t just want to heal—they want to decide who gets to live forever."


Key Members of House Seraval

Lord Jorah Seraval

Reflection of Pestilence
The Veiled Chirurgeon

"Illness reveals the true nature of the body. Rot reveals the true nature of the soul."

The Head of House Seraval and the Master of the Great Healing Halls.His very presence causes wounds to weep and fevers to break—yet some say he can also bring sickness with a mere touch.Believes that death is merely another kind of healing.Knows the secrets of Cindrelith’s dying nobility—who is truly sick, and who is merely being kept that way.Wields The Elixir of Unmaking. A relic said to stop aging and grant immunity, for an unspeakable price.Jorah is seen as both a saint and a monster, a healer who has saved countless lives, yet a man who never seems to age, as if he has discovered a cure meant only for himself.


Osmanthus Seraval

The White Winged Healer

"To heal is to know both mercy and cruelty—sometimes, one must cut deep to save what remains."

Soft-spoken, but unshakable—his kindness is genuine, but his resolve is unwavering. To him, the body is a battlefield, and healing is a war against time, rot, and fate itself.Knows the limits of healing and accepts them—sometimes, the greatest mercy is letting go.Osmanthus walks the line between reverence and suspicion. Some believe his white wings mark him as blessed, a beacon of purity among the Phanari. Others whisper that they are a sign of something unnatural, a mistake in the divine order. He does not argue. He does not explain. He only continues his work.


House Seraval's Relic

The Elixir of Unmaking

"To drink is to live forever. To drink is to cease being human."

Hidden deep within House Seraval’s forbidden sanctum is the Elixir of Unmaking, a potion said to grant eternal life—but at a terrible cost.Properties of the Elixir
It halts aging permanently.
It grants the drinker immunity to all sickness.It removes all mortal weaknesses.But it also erases something from the drinker—perhaps the soul itself.Jorah Seraval is believed to have taken the Elixir long ago, and he has not aged since. But those who have tried to replicate it never seem to wake up the same.And in the deepest vaults of House Seraval, there are glass coffins filled with those who drank too much… and became something else entirely.


The Holy Texts of Cindrelith

The Luminara and Tenebris define Cindrelith’s religious and political divide. The Luminara, sacred to Cindrelith, sees the Fall as a divine test, the Nephilim as rightful heirs to celestial power, and Phanuel’s imprisonment as necessary. It upholds the King of Kings as eternal and the Rite of Reflection as a path to enlightenment. In contrast, the Tenebris, sacred to the Phanari, rejects this entirely, portraying the Fall as inevitable, Heaven as flawed, and Phanuel as a betrayed figure. It condemns Cindrelith as a fragile illusion built on deception, dismisses the King’s rule, and views the Rite as oppression rather than revelation. Yet, whispers speak of a third book, a lost text that could reconcile both or expose an even greater truth—one that could either restore Heaven or ensure its final destruction.


The Luminara

A Nephilim's personal Luminara copy

The Chant of light
The Chant

"We are the light that remains, the sky that still holds."

The Luminara is the sacred text of Cindrelith, written by the first Nephilim scholars after the fall of Heaven. It teaches that although the Nephilim were cast from the divine realm, they are still beacons of celestial grace, meant to preserve order and righteousness.Core Beliefs of the LuminaraThe Nephilim were cast down not as punishment, but as a trial to prove their worthiness.Divine inheritance is real—those who remain true to their celestial lineage shall one day restore Heaven itself. Reclaiming one's celestial lineage is done by oaths of kindness and justice.Phanuel was once a guardian, but it failed—its chained form is a reminder that even angels can fall too far.Mortals and lesser beings are not meant to wield divinity. The Nephilim must act as shepherds, not equals to the rest of the world.The Luminara is read aloud during ceremonies in hymnal recitations, with glass-bound manuscripts stored in great sanctuaries across Cindrelith.


Sample Passages

The Fall and the First Light
"The sky broke, but we did not. The storm came, yet we endured. We are the keepers of light, and though we walk upon the earth, our souls remain above."
The Luminara teaches that the Fall of the Nephilim was not a punishment but a test. Their celestial blood remains pure, and it is their duty to uphold the light of the heavens, even in exile.

The Burden of the Twice-Blessed
"Divinity is not a gift but a weight upon the soul. We are not made to rule, nor to serve, but to guard. To guide. To endure."
This passage serves as a reminder that power is responsibility. The Nephilim were not meant to rule as tyrants but to act as shepherds, keeping the mortal world from the chaos that lurks beyond.

On the Nature of Mortals
"Lesser beings crave the touch of the divine, but the sun burns those who reach too high. Beware those who steal what was never theirs."
A warning against mortals and Phanari who seek to wield celestial power. The Luminara states that only those of true Nephilim descent can properly channel the divine without bringing ruin upon themselves and others.

A Nephilim's personal Luminara copy

The Chains of Phanuel
"Chains do not bind the unworthy—only those who chose ruin. Beware the whispers of the broken, for their words are honeyed poison."
A direct condemnation of the Phanari’s belief that Phanuel’s imprisonment was unjust. The Luminara argues that Phanuel fell too far, and the chains that bind it are a necessary safeguard against destruction.The Law of Reflection
"Know thyself, for ignorance is the first death. Those who stand before the glass must be ready to shatter."
A passage recited before initiates undergo the Rite of Reflection, reinforcing the idea that self-awareness and divine purpose are paramount. To enter the Glass Sepulcher unprepared is to risk being lost forever.The Eternal King
"The throne of Cindrelith is not flesh, nor blood, nor time. It is will, forged unbroken. The King of Kings does not falter, does not end. He is as eternal as the first dawn."
A declaration of the supposed immortality of the King of Kings, ensuring that his rule is seen as divine and beyond mortal comprehension. This serves to reinforce loyalty and suppress dissent.The Fate of the Unworthy
"There are those who speak of rebellion, who would unmake the order of the heavens. But what is a kingdom without its light? What is a city without its sun? Only ruin remains."
A veiled threat against heretics and the Phanuel Resistance, warning that to defy the divine order is to invite destruction.The Righteous Blade
"A single blade can cut. A thousand blades can carve fate itself. To fight without purpose is to wield an empty sword."
This passage is often cited by Paladins of the Glass Sepulcher, reinforcing that battle is not just violence, but an extension of divine will. To strike down an enemy is not an act of wrath, but of necessary judgment.The Price of Power
"To grasp the light is to bleed. To wield the heavens is to burn. Yet still, we rise."
An acknowledgment that divine strength comes with sacrifice. Many who undergo the Rite of Reflection emerge changed, scarred, or half-broken, but they endure because they must.The Promise of Return
"One day, the sky shall open. One day, the chains shall break. And when that time comes, we shall ascend, as we were always meant to."
The ultimate prophecy of the Luminara—the belief that the Nephilim will one day reclaim their place in the heavens. Whether this means the restoration of a celestial kingdom or the complete reshaping of the world remains debated.


The Tenebris

A Nephilim's personal Tenebris copy

The Song of Shadow
The Song

"We are the ones who remember, the eyes that still see."

The Tenebris is the sacred text of Phanelith, believed to be directly inspired by Phanuel itself through the first Prophets. It does not view the Fall as a test, but as an inevitable fate—one that must be accepted, not denied.Core Beliefs of the TenebrisThe Fall was not an accident, nor a punishment—it was revelation. The sky was never meant to be eternal.Phanuel was not defeated, but betrayed. Its chains were forged by those who feared the truth.The world must be seen as it truly is—to deny reality is to invite destruction.The Phanari are not lesser Nephilim, but Nephilim made whole—their wings of stone were reshaped by divine purpose.The Tenebris is never bound in glass, only in leather or stone, symbolizing their rejection of Cindrelith’s fragile preservation of the past. It is always cried passionately with zeal, etched into every stone pillar, embellished onto every Paladin's armor, for truth is not meant to be softened- it is meant to be heard, it is meant to be seen- by the sword, if necessary.Some Paladins even go to a Mage, a weaver of celestial flesh, to weave the words into their skin, wearing their faith like armor against the unrighteous.


Sample Passages

The Truth of the Fall
"When the sky broke, the blind wept. But the seeing knew: the world had only begun."
The Tenebris does not mourn the Fall of the Nephilim but sees it as revelation. The heavens were never meant to last, and to cling to the past is to deny the truth of what has always been inevitable.

The Chained Angel
"To walk the path of the chained is to walk the path of truth. And truth is heavier than the heavens themselves."
Phanuel, the bound angel beneath Phanelith, is not a prisoner of sin but a being of ultimate revelation. The Tenebris teaches that those who fear Phanuel’s voice fear the reality of existence itself.

The Mask of Cindrelith
"The city above is made of glass, fragile and false. They polish the cracks, but the light seeps through."
A condemnation of Cindrelith and its leadership, stating that the floating kingdom is built upon illusions of righteousness while corruption festers within.

A Nephilim's personal Tenebris copy

The Rite of the Forgotten
"Not all who enter the Sepulcher emerge whole. Some are lost, devoured by the glass. But the lost are closer to the truth than those who return."
This passage hints at the dark secrets of the Rite of Reflection, implying that those who vanish within the Sepulcher may see something too terrible to return from.The Price of Wings
"To fall is not to fail. To be wingless is not to be powerless. The ground has no masters."
The Tenebris rejects the idea that only the Nephilim can wield divine power. The Phanari, whose wings turned to leather and stone, are not lesser—they are free from the delusions of their brethren.
The King of Kings is a Lie
"One mask, a thousand faces. The King is not eternal. He is merely a story rewritten."
A direct challenge to the myth of the King of Kings, asserting that each Adam is just another pawn, another voice hiding the truth of the throne’s true nature.The Betrayal of Phanuel
"They feared the light of truth, so they chained it in the dark. They feared the song of shadow, so they silenced it with blood."
The Tenebris argues that Phanuel’s imprisonment was an act of cowardice, that the so-called righteous Nephilim feared the truth it would reveal.The Shadow’s Embrace
"Fear not the dark, for it does not deceive. It does not blind with golden lies. It simply is."
The Tenebris teaches that shadow is not evil but clarity—the only true path that reveals the world without false illumination.The False Prophets of Cindrelith
"They claim to see the future, but their eyes are clouded with the past. A seer who fears the truth is no seer at all."
This passage criticizes the so-called divine Prophets of Cindrelith, implying that their visions are manipulated by fear and self-preservation.The Song of the Broken
"Sing, even when the chains bite your flesh. Sing, even when they call you heretic. The sky is not listening, but the earth remembers."
A rallying cry for those who resist Cindrelith’s rule, emphasizing that even if the heavens have forsaken them, the truth will not be forgotten.


Cindrelith's Culture

Rite of Reflection

What is the Rite of Reflection?


The Process: A Journey of Transformation

The Rite itself is shrouded in secrecy, but certain aspects remain known:1. The Glass Sepulcher and the CoffinThe initiate enters a glass coffin, which is then sealed.It is said that while inside, time distorts, stretching and contracting in unpredictable ways.The coffin does not impart power, but rather reveal* what is already within, forcing the initiate to face their most fundamental truth.2. The Isolation and the VisionsInitiates report being subjected to visions—reflections of their past, present, and possible futures.Some encounter divine figures, lost souls, or fragmented memories from lifetimes they do not remember.The trial is not simply physical; it is a battle of will, self-awareness, and revelation.3. Emerging Changed—or Not Emerging At AllThose who pass the Rite awaken transformed. They may develop extraordinary abilities such as:
Wings of radiant light or shadow.
Eyes that pierce through deception.Voices that compel obedience.The ability to phase between light and shadow.Those who fail may be found lifeless in the coffin or erased from existence, as if they had never entered.Some, like Aurelius, emerge half-changed, their bodies riddled with golden scars, their wings in perpetual decay, a reminder of an unfinished transformation.


Aurelius: A Cautionary Tale

Few embody the dangers of the Rite more than Aurelius, the Half-Graced.Once a promising initiate, Aurelius was expected to emerge stronger than ever. Instead, the Glass Sepulcher shattered his coffin after a single day. His transformation happened too fast, his body burned by celestial energy before it had time to settle.He emerged scarred, weakened, unable to fly, his wings a constant source of pain as fast as they grew. Where others had gained power, Aurelius had only gained suffering.Now, he fights alongside Lorcan, the Defender Ecclesiae, as a Mage of War. But the whispers follow him: He is proof that the Rite does not always work. He is a reminder that not all transformations are complete. He is a warning to those who step inside the glass coffin, thinking they will return whole.


A Kingdom of Reflection

The Rite of Reflection is not merely a ritual—it is a mirror, one that has shaped Cindrelith for centuries. It forges warriors, prophets, and rulers, but it also devours the unworthy.It is the reason the Knights of the Glass Sepulcher are feared and revered. It is why the King of Kings remains unchallenged. And it is why, in the shadows, the whispers of rebellion grow louder, questioning whether the Rite is a path to divinity—or a way to break those who dare to seek more.And as the cracks in Cindrelith’s glass foundations grow deeper, the question lingers—when the next initiate steps inside the Sepulcher, will they emerge whole, or will they shatter?

"Know Thyself and be reborn."

The Rite of Reflection is an ancient and perilous ritual undertaken by squires who seek to become Paladins. The Knights of the Glass Sepulcher permit established White Mages and Prophets to undergo the Rite after the heads of their orders, Jorah and Azrael respectively, approve the request. It is held within the Glass Sepulcher, a structure of divine and arcane significance, where the chosen are sealed inside a glass coffin for a period ranging from three to seven days. The trial forces them to confront their deepest truths, strip away all illusions, and emerge as something greater—or not emerge at all.No one under the age of 50 is allowed to attempt it. Those who seek the Rite must have spent years in preparation, traveling, fighting, and learning the weight of their own existence before they stand before the glass coffin and willingly submit themselves to the transformation.Some return with newfound strength, forever changed by revelation.Some never return.And others—like Aurelius, the Half-Graced—emerge broken, their bodies forever marked by an incomplete metamorphosis



Purpose and Symbolism

The Purpose and SymbolismThe Rite is not just a test—it is a reflection of Cindrelith itself.Just as the kingdom exists in a delicate balance between divinity and decay, so too does the Rite force its initiates to walk the line between ascension and annihilation. The Glass Sepulcher represents the fragility of power, a kingdom made of reflections, where one must confront their truest self before stepping into their destined role.The words of the Luminara, the sacred text of Cindrelith, emphasize this: "Know thyself, for ignorance is the first death. Those who stand before the glass must be ready to shatter."It is a declaration that to enter unprepared is to be lost forever.


The Rite and the political Landscape

Not all in Cindrelith believe in the Rite of Reflection.The Phanuel Resistance—a faction that seeks to overthrow the King of Kings—views the Rite as a cruel lie, a tool of control that twists and mutilates those who seek power. They argue that it does not grant revelation, but rather breaks individuals into forms that serve the throne.Meanwhile, the King of Kings and the Four Reflections—the eternal enforcers of divine law—see the Rite as the foundation of their rule. They ensure that only those worthy emerge, and those who cannot handle the truth of themselves are better off gone.




Life and Death

Azrael Elavaris, the oldest Reflection in the prime of a young man's life, even at four thousand years old.


The Eternal Bonds of the Twice-Blessed

"Love does not end. It is merely reborn."

Nephilim and Phanari do not fade into oblivion. Their souls are too strong, too tethered to the divine. When death comes, it does not sever their essence—it carries them forward.It is said that they are reborn again and again, returning to the world in new forms, drawn by forces unseen. Some believe that lovers find each other lifetime after lifetime, always returning, always seeking. Scholars dismiss it as myth. Prophets whisper of visions they cannot explain.Yet, the belief endures.And in the quiet moments, when a knight gazes upon their squire and feels something too familiar, when a warrior touches a blade they have never seen and yet knows its weight in their palm, the question lingers.Was this love new? Or had it simply returned?

The Lifespan of the Twice-Blessed

"Time bends for those born of divinity. We do not fade; we endure."

The Nephilim and Phanari, though divided by history, share the same gift—the touch of celestial blood that lingers beyond mortal years. They live to a baseline of 200 years, their bodies unyielding to the passage of time as mortals know it- and for those who go through the Rite of Reflection, their lifespan is seemingly endless. Yet, their aging is not linear.At 18, they reach adulthood, shedding the frailty of youth. And then, their bodies settle, aging no further until their final years approach. A Nephilim of 80 looks no different than one of 180, preserved in their prime, their form dictated by fate itself. Only when the weight of centuries presses upon them does age reclaim its due.



Months

NameTitleMeaningDays
LumineisMonth of lightNew Year, Celestial Order, Divine Reflection30
NoctisveilMonth of Veiled TruthsSecrets, Judgment, Prophecy28
VermilionMonth of Crimson OathsWar, Blood, Loyalty, Sacrifice31
AetherisMonth of Heaven's GoldWealth, Trade, Prosperity, Balance30
PhanelithisMonth of the Chained AngelThe Fall, Divine Suffering, The Unseen Prophecy32
MirrormarchMonth of the Glass SepulcherReflection, Purification, Fate28
UmbralionMonth of Shadows and VeilsLies, Betrayals, Lost Names30
SeraphelMonth of the Winged OnesAngels, Nephilims, Divine Favor31
TearfallMonth of the Weeping StarsAngelic Blood, Celestial Sorrow, Prophecy30
LachrymaMonth of Divine MourningSuffering, Redemption, Rebirth28
VeilrendMonth of Shattered ReflectionEnd of Cycle, Change, Forbidden Knowledge32
FinalisMonth of the Last DawnFate, Death, Rebirth30

Holidays

NameH / LMonth/DateMeaning
The Coronation of AdamHigh HolidayLumineis 1The anniversary of the first Adam’s ascension. Every reigning King of Kings undergoes an annual Rite of Reflection, reaffirming divine authority. The Four Reflections swear fealty anew.
Gilded DawnLesserLumineis 5Nobles present extravagant gifts to the King of Kings in exchange for continued favor.
The First Bloom FestivalLesserLumineis 12A symbolic festival where glass flowers are exchanged, representing the fragility and beauty of fate.
The Trial of the JusticarHighNoctisveil 1The Blind Justicar passes divine judgment on a high-profile case. The guilty accept their fate, knowing Azrael’s word is absolute.
The Prophetic VigilLesserNoctisveil 4The Prophets of the Ocularium remain in meditation for a full day, receiving fragmented visions of the future.
Orchard of the True HeartsLesser (but beloved)Noctisveil 14Lovers exchange golden apples as a sign of devotion. A sweet apple signifies true love, while a bitter apple warns of heartbreak.
The Night of the Whispering VeilLesserNoctisveil 28A secretive Phanari tradition where hidden truths are exchanged under the cover of darkness.
The Rite of the FallenHighVermilion 1A day of remembrance for fallen Paladins and war heroes. Red veils are worn in mourning, and names of the lost are spoken aloud.
The Duel of the Crimson BladeLesserVermilion 15A sacred Paladin tournament where warriors fight in ritual duels, proving their worth.
The Red VigilLesserVermilion 30A silent march honoring those whose deaths were erased from history.
The Festival of the Barren FieldsHighAetheris 1Overseen by Famine (Benedict), marking a time of fasting and feasting. Nobles hold extravagant banquets while lower classes endure imposed scarcity
Auction of RadianceLesserAetheris 11A black-market event where stolen divine relics are secretly traded.
The Counting of GrainLesserAetheris 27Nobles offer symbolic grains of celestial wheat to ensure prosperity.
The Mourning of PhanuelHighPhanelithis 1A solemn day where all of Cindrelith falls silent, acknowledging the suffering of the Bound Angel. Some believe the chains hum faintly on this night.
The Silent ProcessionLesserPhanelithis 8Monks and Phanari walk barefoot through the city, chanting for Phanuel’s freedom.
The Severance RiteLesserPhanelithis 23A punishment ritual where traitors have their wings ceremonially cut.
The Opening of the SepulcherHighMirrormarch 1The one day initiates may enter the Rite of Reflection to gain divine gifts—or be lost forever.
The Breaking of the GlassLesserMirrormarch 2Symbolic shattering of mirrors to signify personal transformation.
The Oath of SquiresLesserMirrormarch 18Squires swear fealty to their mentors, hoping to one day enter the Sepulcher.
The ErasureHighUmbralion 1A noble, a scholar, or a rebel is erased from history. All records of their existence vanish.
The Night of Unspoken NamesLesserUmbralion 9In Noctis-Hael, the forgotten dead are whispered back into memory.
The Silent ExchangeLesserUmbralion 28A ritual where nobles exchange coded messages, each hiding a deeper truth.
The Binding of WingsHighSeraphel 1Nobles reaffirm their celestial lineage by offering feathers at sacred altars. In Noctis-Hael, black-market wings are traded in secret.
The Angel's VigilLesserSeraphel 5A silent night where the faithful believe Phanuel’s voice may be heard in dreams.
The Lost Feather's RiteLesserSeraphel 29Phanari mark their fallen ancestors by burning feathers.
The Night of Falling StarsHighTearfall 1A night when stars streak across the sky. Prophets receive visions, and some say the dead walk among the living.
The Gathering of the SeersLesserTearfall 14Prophets meet to interpret celestial omens.
The Weeping VeilLesserTearfall 27A mourning rite where those who have lost loved ones inscribe their names in sacred glass.
The Oath of the Seven HousesHighLachryma 1Each of the Seven Noble Houses atones for their Sacred Sin (Greed, Wrath, Envy, etc.).
The Feast of Forgotten SinsLesserLachryma 10Nobles indulge in excess before public atonement.
The Cleansing FlamesLesserLachryma 22A ritual where mistakes are symbolically burned away.
The UnmaskingHighVeilrend 1Nobles and commoners wear masks until midnight, when hidden truths must be revealed.
The Feast of MirrorsLesserVeilrend 17A secretive dinner where guests reveal secrets in exchange for power.
The Prophetic ReckoningHighFinalis 1The oldest Prophet delivers a vision of the year to come. The fate of Cindrelith hinges on their words.
The Last HarvestLesserFinalis 20A solemn feast where the year’s final bounty is shared.

Zodiac

NameSymbolCore traitsDates
The Bound StarBroken ShackleWise, burdened, patient, but struggles with fate and isolation.Finalis 22 - Lumineis 19
The Golden SerpentOuroborosIntelligent, ambitious, manipulative, thrives in power games.Lumineis 20 - Noctisveil 18
The Silver StagCrescent AntlersNoble, protective, steadfast, deeply devoted but resistant to change.Noctisveil 19 - Vermillion 20
The Crimson BladeBloodstained SwordNoble, protective, steadfast, deeply devoted but resistant to change.Noctisveil 19 - Vermillion 20
The Weeping RavenRaven Shedding InkPassionate, fearless, impulsive, drawn to battle and action.Vermillion 21 - Aetheris 19
The Gilded MothMoth and FlameIdealistic, hopeful, flighty, but easily deceived.Phanelithis 21 - Mirrormarch 20
The Shattered MirrorCracked ReflectionAdaptive, strategic, emotional, but struggles with identity.Mirrormarch 21 - Umbralion 22
The Starborn TwinsTwin StarsBrilliant, analytical, detached, but struggles with emotional depth.Umbralion 23 - Seraphel 22
The Veiled ViperA Coiled SnakePrecise, cunning, disciplined, thrives in secrets and control.Seraphel 23 - Tearfall 22
The Storm-TouchedA Cracked SkyCharismatic, unpredictable, a force of change and chaos.Tearfall 23 - Lachryma 22
The Howling BeastA Wolf's EyeIntense, obsessive, deeply loyal but dangerous when crossed.Lachryma 23 - Veilrend 21
The Wandering StarA Falling StarRestless, philosophical, an eternal traveler of knowledge and fate.Veilrend 22 - Finalis 21

1. The Bound Star (Finalis 22 - Lumineis 19)"The weight of knowledge is heavier than any chain. To see is to suffer, to know is to endure."Title: The Chained One, The Watcher in the Dark
Symbol: A broken shackle
Constellation: A single, unmoving star—Phanuel itself
Virtue: Patience, Wisdom, Silent Strength
Flaw: Isolation, Fatalism, Burdened by Secrets
Personality: Those born under the Bound Star are watchers, dreamers, and bearers of fate. Often seen as mystics or prophets, they carry deep insight but rarely act upon it. They struggle with the burden of knowledge, feeling chained to destinies they cannot change.
Best Match: The Weeping Raven (Deep thinkers, rebels, questioners)
Worst Match: The Golden Serpent (Manipulative and ambitious, the Bound Star resents their influence)

2. The Golden Serpent (Lumineis 20 - Noctisveil 18)"Power is not given; it is taken. And those who do not take it are fated to serve those who do."Title: The Kingmaker, The Cunning One
Symbol: A serpent devouring its own tail (Ouroboros)
Constellation: A winding golden line, forming a coiled snake
Virtue: Ambition, Resourcefulness, Charm
Flaw: Manipulation, Greed, Ruthlessness
Personality: Those born under the Golden Serpent are natural leaders, politicians, and strategists. They excel at climbing the social ladder, bending others to their will. While admired for their intelligence and adaptability, they are often feared for their ability to twist fate in their favor.
Best Match: The Silver Stag (Loyal and steadfast, they balance the Serpent’s cunning)
Worst Match: The Shattered Mirror (Both are too unpredictable and manipulative)


3. The Silver Stag (Noctisveil 19 - Vermillion 21)"Honor is a blade that cuts both ways. To wield it is to bleed, yet to cast it aside is to die a lesser death."Title: The Guardian, The Noble Soul
Symbol: A stag crowned with a crescent moon
Constellation: A stag standing on its hind legs
Virtue: Honor, Devotion, Strength
Flaw: Stubbornness, Overprotectiveness, Resistance to Change
Personality: Born under the sign of the Silver Stag, these individuals are warriors, protectors, and loyal companions. Their sense of duty is unshakable, making them ideal knights, guardians, and enforcers. However, their rigid adherence to duty can make them inflexible, even when change is necessary.
Best Match: The Crimson Blade (Passionate and daring, they bring excitement to the Stag’s discipline)
Worst Match: The Gilded Moth (Too reckless and short-sighted)

4. The Crimson Blade (Vermilion 21 - Aetheris 19)"A battle well fought is a life well lived. I would rather burn in glory than rust in stagnation."Title: The Warrior’s Soul
Symbol: A bloodstained sword
Constellation: A burning sword, tilted downward
Virtue: Courage, Passion, Fearlessness
Flaw: Recklessness, Anger, Destructive Tendencies
Personality: Those under the Crimson Blade sign are fighters, both in war and in life. They live for passion, intensity, and challenge. They do not shy away from conflict, often thriving in battle—whether literal or social. Their temper burns hot, and they sometimes act before they think.
Best Match: The Silver Stag (Provides stability to their wild nature)
Worst Match: The Starborn Twins (Too cold and analytical, stifling their fire)


5. The Weeping Raven (Aetheris 20 - Phanelithis 20)"The wisest minds are the ones most haunted. Knowledge is a lantern, but it casts the longest shadows."Title: The Philosopher’s Curse
Symbol: A raven shedding tears of ink
Constellation: A raven in flight, with one wing missing
Virtue: Intelligence, Deep Thinking, Introspection
Flaw: Melancholy, Overthinking, Self-Sabotage
Personality: The Weeping Raven is a deep thinker, philosopher, and truth-seeker. They question authority, fate, and divinity itself. Often prone to melancholy, they see beauty in tragedy and are natural writers, artists, and scholars. However, their tendency to dwell on the past can hinder their ability to move forward.
Best Match: The Bound Star (Understands their struggles and offers silent companionship)
Worst Match: The Golden Serpent (Too manipulative and self-serving)

6. The Gilded Moth (Phanelithis 21 - Mirrormarch 31)"To chase the light is to risk the flame. But I would rather burn than live in darkness."Title: The Dreamer, The Fated One
Symbol: A moth circling a golden flame
Constellation: A delicate moth with outstretched wings
Virtue: Hope, Creativity, Faith
Flaw: Naivety, Short-Sightedness, Easily Led Astray
Personality: Those born under the Gilded Moth are idealists, dreamers, and visionaries. They believe in the impossible and often inspire those around them. However, they fall easily into traps and can be used by others who see their hope as a tool.
Best Match: The Starborn Twins (Logical thinkers who keep them grounded)
Worst Match: The Crimson Blade (Too reckless and impatient)


7. The Shattered Mirror (Mirrormarch 21 - Umbralion 22)"There is no truth, only perception. No self, only the masks we choose to wear."Title: The Dual-Faced One
* Symbol: A cracked mirror reflecting two faces
Constellation: A broken mirror, its shards forming an uneven pattern
Virtue: Adaptability, Quick Thinking, Transformation
Flaw: Deception, Emotional Uncertainty, Moral Ambiguity
Personality: Born under the Shattered Mirror, these individuals are chameleons, able to shift between personalities and situations with ease. They make excellent spies, tricksters, and diplomats, but their ability to wear many masks often means they struggle with knowing who they truly are.
Best Match: The Gilded Moth (Offers them sincerity and innocence)
Worst Match: The Silver Stag (Too rigid and distrustful)

8. The Starborn Twins (Umbralion 23 - Seraphel 22)"Emotion is an equation without solution. The mind is the only map worth following."Title: The Scholars of the Cosmos
Symbol: Two intertwining stars
Constellation: Two stars circling one another, locked in eternal motion
Virtue: Intelligence, Logic, Precision
Flaw: Emotional Detachment, Coldness, Overanalysis
Personality: The Starborn Twins are brilliant minds, capable of solving any puzzle and unraveling any mystery. However, their cold, logical nature makes them hard to connect with emotionally.
Best Match: The Gilded Moth (Brings warmth to their intellect)
Worst Match: The Crimson Blade (Too emotional and reckless)


9. The Veiled Viper (Seraphel 23 - Tearfall 22)"A steady hand guides the knife best. Strike when they least expect it, and they will call it fate."Title: The Shadowed Fang, The Silent Judge
Symbol: A coiled snake around a dagger
Constellation: A serpent forming a perfect circle
Virtue: Precision, Intelligence, Cunning
Flaw: Coldness, Ruthlessness, Perfectionism
Personality: Masters of subtlety and control, those born under the Veiled Viper understand the power of patience. They do not act impulsively but strike with deadly precision when the time is right. They make for excellent tacticians, judges, and spies—feared for their ability to manipulate the truth and weave reality to their advantage.
Best Match: The Storm-Touched (Balances their control with unpredictability)
Worst Match: The Weeping Raven (Too emotional and idealistic, leading to conflicts)

10. The Storm-Touched (Tearfall 23 - Lachryma 22)"Freedom is a storm—I do not run from it, I become it."Title: The Tempest-Born, The Unchained One
Symbol: A sky split by lightning
Constellation: A jagged bolt of lightning
Virtue: Charisma, Instinct, Fearless Change
Flaw: Unpredictability, Recklessness, Short-Lived Passion
Personality: Those under the Storm-Touched are forces of nature—restless, unpredictable, and impossible to control. They are revolutionaries, wanderers, and daredevils, drawn to chaos and challenge. While their passion is unmatched, they often struggle with patience and planning, leading to sudden rises and just as sudden falls.
Best Match: The Howling Beast (Equally intense and fiercely loyal)
Worst Match: The Bound Star (Too controlled and cautious, leading to clashes)


11. The Howling Beast (Lachryma 23 - Veilrend 21)"To be loyal is to love, and to love is to hunger. Tell me, have you ever hungered for someone’s soul?"Title: The Blood-Hunter, The Devoted Shadow
Symbol: A wolf’s eye, unblinking
Constellation: A snarling wolf’s silhouette
Virtue: Loyalty, Instinct, Tenacity
Flaw: Obsession, Vengeance, Overprotectiveness
Personality: Those born under the Howling Beast are driven by instinct and emotion, bound by fierce loyalty to their pack or cause. They do not forgive easily and can be ruthless to those they perceive as enemies. Passionate in love, war, and friendship, they thrive when given a clear purpose but can become dangerous when lost or betrayed.
Best Match: The Storm-Touched (Thrives in their intensity, creating an unstoppable force)
Worst Match: The Starborn Twins (Too distant and intellectual, making the Beast feel abandoned)

12. The Wandering Star (Veilrend 22 - Finalis 21)"The horizon is a promise I will never stop chasing. To stand still is to die."Title: The Eternal Seeker, The Fate-Defier
Symbol: A falling star, forever in motion
Constellation: A shooting star streaking across the heavens
Virtue: Curiosity, Adaptability, Freedom
Flaw: Restlessness, Fear of Commitment, Emotional Detachment
Personality: The Wandering Star is never satisfied with standing still. These individuals are travelers, scholars, and seekers of knowledge and adventure. They despise stagnation and will often leave behind people, places, and even love in search of something greater. They are unpredictable, yet endlessly fascinating, and their energy is infectious—though their tendency to vanish without warning can leave wounds in their wake.
Best Match: The Shattered Mirror (Matches their ability to transform and adapt)
Worst Match: The Silver Stag (Too grounded and rigid, causing conflicts over loyalty)


Feliphim

The Winged Keepers of The Glass Sepulcher

Origins and Mythology

1. The Twice-Blessed Theory – According to the Luminara, the holy text of Cindrelith, the Feliphim are "Twice-Blessed" beings, touched by the same divine power that shaped the Nephilim. They are said to be the reincarnated souls of warriors who fell before undergoing the Rite of Reflection, their essence too strong to fade yet too fractured to take human form again.2. The Unseen Guardians – In contrast, the Phanari of Noctis-Hael believe the Feliphim are watchers, servants of Phanuel, the bound angel beneath the kingdom. They claim the Feliphim see the threads of fate and walk the edges of prophecy, their golden or silver eyes peering into the past and future alike.Regardless of their true origin, their presence is always regarded as significant—whether as a symbol of divine guidance or an omen of an impending reckoning.


Physical Traits and Abilities

Feliphim possess the body of a lithe, long-legged feline, with great feathered wings sprouting from their backs. Their fur varies from snow white to midnight black, often reflecting their alignment with Cindrelith above or Noctis-Hael below. Some rare Feliphim have metallic-gilded feathers, rumored to be born from the remnants of Heaven’s Gold, an unbreakable celestial material.

Abilities:Sight Beyond Sight – A Feliphim’s golden or silver eyes are said to perceive things beyond mortal comprehension. Some believe they can see through illusions, while others claim they glimpse the moments just before or after death.Silent Flight – Unlike birds or even Nephilim, a Feliphim’s wings make no sound when they move, making them perfect creatures of stealth.Reflection Bound – It is said that a Feliphim can stare into a mirror and vanish, stepping into unseen pathways between glass surfaces, as if traversing the very realm of reflections.Harbingers of the Sepulcher – Paladins who have bonded with a Feliphim are said to gain an unerring intuition in battle, their feline companion acting as an extension of their own divine insight.



Famous Feliphim in History

1. Zephiron, the Omen of Glass
During the reign of Adam the Veiled, a single ashen-colored Feliphim was said to have perched upon the throne for seven nights before the vanishing of House Lysandus. Some say it was a sign that the King had doomed himself. Others believe it still watches, waiting for the mask of eternity to break.
2. Aramiel, the Fallen
A Feliphim whose wings were seared away by divine fire, leaving only spectral remnants behind. It is said that Aramiel once belonged to a Prophet who foresaw their own assassination—but was powerless to stop it.
3. Tenebris, the Last Companion
The only known Feliphim to have chosen a Prophet instead of a knight. It belonged to a Seer who refused to speak their final vision, and when the Prophet perished, Tenebris vanished into the shadows of Noctis-Hael, never to be seen again.


"To see a Feliphim at dawn is a blessing. To see one at dusk is an omen."

The Feliphim are a rare and enigmatic species in Cindrelith, creatures of celestial origin that blur the line between beast and divine guardian. With the sleek grace of a feline and the feathered majesty of Nephilim wings, they are often considered sacred animals, intertwined with the lore of the Knights of the Glass Sepulcher and the mysteries of the Rite of Reflection.


There are many conflicting beliefs about the origins of the Feliphim. Some scholars of the Ocularium Library claim they were once mere animals, uplifted by the King of Kings in an era long forgotten. Others whisper that they are the remnants of Nephilim souls, bound into feline forms as punishment—or as a mercy.




Cultural Role

The presence of a Feliphim within the Order of the Glass Sepulcher is a sign of distinction. Though no one can tame them, some Paladins are chosen by them—an occurrence seen as a profound blessing. These chosen knights, called Felidarii, are believed to have a fate too important to be left unwatched.

Superstitions & Symbolism:In Cindrelith: A Feliphim appearing in the streets is said to foreshadow a great trial. If one crosses the path of a knight on the eve of their Rite of Reflection, it is believed the knight will either emerge greater than all before them—or never return.In Noctis-Hael: A black-feathered Feliphim is considered an omen that a lie is about to be exposed, while a white one is said to herald a betrayal yet to come.Among the Phanari: There are whispers that Feliphim sometimes carry the voices of the chained angel, acting as silent messengers for Phanuel itself.



The Felphim and The Future

Though they are rare and few, the Feliphim remain a quiet, watching presence in the kingdom. They do not serve, but they do observe—and for those who know the history of Cindrelith, that is perhaps more unsettling.For when a Feliphim lingers too long in one place, when their golden gaze settles upon a throne, a knight, or a prisoner in chains… it is only a matter of time before something breaks.


Paladin Squads of the Glass Sepulcher

Squad Breakdown

Each role is highly specialized, ensuring that every engagement is a precise and calculated execution of divine warfare.

The Paladin: The Divine Blade, the Shield of Order"A single blade can cut. A thousand blades can carve fate itself."The Paladin is the core of the squad—a warrior who has undergone the Rite of Reflection, emerging as something beyond mortal limitations. They are battlefield leaders, wielding weapons inscribed with celestial power, ensuring that no enemy stands unchallenged.Primary ResponsibilitiesDirect Combat – Engaging the enemy head-on, using a combination of martial skill and divine magic.Command & Strategy – Leading the squad, dictating battlefield movements, and making split-second tactical decisions.Sacred Oathkeeper – Enforcing the will of the King of Kings and ensuring that Cindrelith’s dominion remains unshaken.CapabilitiesCelestial Weaponry – Wielding enchanted blades, spears, or hammers, reinforced with Heaven’s Gold and divine sigils.Divine Endurance – Augmented by the Rite, allowing them to push beyond human limits in strength, speed, and resilience.
Mirrored Conviction – Some Paladins develop abilities that allow them to reflect enemy attacks, forcing their foes to experience their own aggression.
WeaknessesCan be overwhelmed without squad coordination—they are strong, but not invincible.Too rigid adherence to faith can lead to tactical missteps if they fail to adapt to unpredictable battlefields.Combat Style: Frontline warrior, precision execution, divine suppression of the enemy.



The Prophet: The One Who Sees, the Fatebinder"The past cannot be changed. The future must be survived."The Prophet is both a guide and a burden to the squad. Chosen by fate to see beyond mortal perception, the Prophet navigates the flow of battle, hidden dangers, and divine interventions that others cannot perceive.However, prophecy is never absolute. A Prophet’s vision is not a guarantee, but a possibility—one that must be carefully interpreted, lest they lead the squad into ruin.Primary ResponsibilitiesBattlefield Foresight – Providing insight into enemy movements and ensuring optimal squad positioning.Interpreting Divine Will – Acting as a spiritual guide, discerning whether an action aligns with celestial decree.Countering the Unseen – Sensing hidden threats, such as ambushes, illusions, or divine anomalies.CapabilitiesTemporal Perception – Can experience fragments of possible futures, offering insight into incoming dangers.Divine Whisperer – Can communicate with the sacred texts, relics, and spirits that guide Cindrelith’s fate.Augmented Awareness – Reacts faster than humanly possible, foreseeing enemy strikes moments before they happen.WeaknessesVisions are unreliable—they provide glimpses, not absolute truths.Vulnerable in direct combat, requiring protection from the rest of the squad.Combat Style: Non-combatant, abjuration magic, focusing on foresight, deception, and squad coordination.



Final Squad SynergyEach member plays a critical role in ensuring the squad’s survival:Paladin – The Executioner → Leads the charge, enforces divine law.Squire – The Tactician → Learns, adapts, and coordinates squad movement.Prophet – The Watcher → Predicts, senses, and blinds enemy foresight.White Mage – The Binder → Heals, fortifies, and strengthens divine power.They are not mere warriors.
They are the will of the Sepulcher, the hands of fate, and the enforcers of divine order.


"To see a Feliphim at dawn is a blessing. To see one at dusk is an omen."

The Paladins of the Glass Sepulcher work in tightly bonded squadrons, each a reflection of divine purpose and military precision. Whether in the heat of battle, enforcing the will of the King of Kings, or carrying out sacred missions beyond the kingdom’s borders, these squads function as a singular force, blending faith, foresight, and martial prowess.

Each squad consists of:The Paladin – The warrior-leader, chosen by fate and reforged by the Rite of Reflection to wield divine power in the name of order and righteousness.The Squire – A young initiate, still untested by the Rite, learning both tactics, survival, and the weight of duty as they prepare to take their place among the elite.The Prophet – A seer burdened with visions, serving as the squad’s guide to fate and hidden truths, interpreting the divine currents that shape their battles and decisions.The White Mage – A divine healer, alchemist, and cleric, ensuring the squad’s survival and stability, both physically and spiritually. Their mastery of celestial magic extends beyond healing, shaping the very essence of life and death.

These squads are hunters, tacticians, and survivors, navigating both the brutality of war and the complexities of divine will. They do not merely fight battles—they enforce the sacred order of Cindrelith.



The Squire: The Tactician, the Future Paladin"A Paladin is a sword, but a sword alone cannot win a war."Squires are the next generation of Paladins, learning firsthand what it means to fight, lead, and uphold divine justice. Unlike their seasoned counterparts, Squires lack the full might of the Rite, but they compensate with adaptability, ingenuity, and raw determination.Primary ResponsibilitiesTactical Support – Learning battlefield movement, supporting the Paladin, and reinforcing weak points in the squad’s formation.Adapting & Surviving – Engaging in combat while refining their own unique abilities in preparation for their future Rite.Weapon Bearer – Carrying alternative weapons, banners, and secondary armaments that the squad may require in a prolonged fight.CapabilitiesQuick Learner – Able to observe, analyze, and adapt based on enemy patterns.Agile Combatant – While they lack the raw power of a full Paladin, Squires excel in speed and maneuverability.Battlefield Coordination – Acting as a relay between squad members, ensuring synchronized movement and strategic execution.WeaknessesHas not undergone the Rite—their abilities are not yet fully realized.Physically weaker than the Paladin, requiring more careful engagement in battle.Combat Style: Agile, adaptable, working in tandem with the Paladin for precision-based strikes.


The White Mage: The Unraveling Hand, the Healer of Divine Flesh"Not all wounds can be healed. But all pain can be endured."The White Mage is the squad’s lifeline, mending their wounds and reinforcing their bodies with divine magic. Yet, healing is not their only purpose—they are also scholars of celestial essence, using alchemy and holy power to enhance allies and hinder foes.Primary ResponsibilitiesHealing Wounds – Ensuring squad members remain*battle-ready in prolonged engagements.Divine Alchemy – Using celestial materials to fortify armor, weapons, and physical endurance.Spiritual Stability – Protecting the souls of the squad from corruption, mental manipulation, and divine interference.CapabilitiesFleshweaving – Can mend deep wounds instantly, even if it requires rewriting a warrior’s body.Celestial Infusion – Can imbue weapons with divine energy, enhancing their cutting power.**Bevocation Mastery – Channels raw celestial energy into elemental magic, manifesting searing light, purging flames, or bolts of crackling divine force to smite enemies.WeaknessesPhysically vulnerable, making them an easy target if left unprotected.Limited magical stamina—prolonged healing can exhaust them, requiring careful conservation of energy.Combat Style: Support-based, focusing on healing, reinforcement, and battlefield stabilization.

Superstitions & Symbolism:In Cindrelith: A Feliphim appearing in the streets is said to foreshadow a great trial. If one crosses the path of a knight on the eve of their Rite of Reflection, it is believed the knight will either emerge greater than all before them—or never return.In Noctis-Hael: A black-feathered Feliphim is considered an omen that a lie is about to be exposed, while a white one is said to herald a betrayal yet to come.Among the Phanari: There are whispers that Feliphim sometimes carry the voices of the chained angel, acting as silent messengers for Phanuel itself.



The Heart of Cindrelith
Love and Devotion


The Sacred Order of Paladins

"A single blade can cut. A company of blades can carve fate itself."

Paladins are the highest warriors of the Order of the Glass Sepulcher, second only to the Defender Ecclesiae in martial and spiritual strength. They are warriors, protectors, and embodiments of the divine will.But a Paladin never walks alone.Each Paladin is always seen alongside a small, tightly bonded squad, forming an extension of their soul and purpose. This squad consists of:The Paladin – The knight who has passed the Rite of Reflection, chosen by fate to lead.The Squire – A young initiate who has yet to undergo the Rite, learning through experience.The Prophet – A visionary or seer, often gifted with divine foresight or spiritual wisdom.The White Mage – A healer, alchemist, or divine conduit responsible for the well-being of the squad.These four are bound by purpose, but often, deeper bonds form.



Love in a Kingdom of Glass

Cindrelith is a place of contrasts—a kingdom of divinity built on stolen wings, a realm of righteousness masking a decaying underbelly. Yet even here, love thrives.To love one is devotion. To love many is divinity.Paladins and their squads are bound not just by duty, but by something deeper.The Defender Ecclesiae himself stands as proof that even war can love, that even the strongest knight needs a hand to hold.But in a kingdom where even the stars themselves are for sale, there are always those who would twist love into weakness.And in the heart of Noctis-Hael, there are whispers that not all bonds were meant to last.


"To love one is sacred. To love many is divine. To love at all is to know one's place in the world."

In Cindrelith, love is as fluid as faith, as varied as the forms of divinity itself. Both monogamy and polyamory are honored, neither seen as lesser than the other. There is validity in opening one’s heart to many, just as there is in binding oneself to one alone. Each is a path toward understanding, whether it be a singular devotion or a love that branches like a living tree.Nowhere is this more evident than in the Knights of the Glass Sepulcher holy warriors who do not walk alone.



Love Among the Devoted

It is not uncommon for Paladins to fall in love with members of their squad. They share battles, burdens, victories, and moments of vulnerability that few others will ever understand.For some, this love manifests as a deep monogamous bond, a single tether woven through lifetimes. For others, it is a polyamorous embrace, a love that extends beyond one, weaving a tapestry of devotion between those who walk the same path.


Trial of the Squire

Among the squad, the Squire is unique—they have not yet undergone the Rite of Reflection. They are still mortal in the truest sense, untested and uncertain of what they will become.Some Squires idolize their Paladin, their admiration turning to love. Others fear what the Rite might take from them, watching their Prophet and Mage for guidance.When a Squire enters the Glass Sepulcher, the squad watches over their slumber, waiting outside of their Rite for them to awaken changed. Some return stronger than before, stepping into their place as warriors of the kingdom. Others... never wake at all.To lose a Squire is to lose a piece of the heart, and more than one squad has been broken by such tragedy.


The Orchard of True Hearts


The Dual Nature of the Apple

Legends within Cindrelith hold that the flavor of an apple is a reflection of the heart from which it is chosen. A suitor whose intentions are tainted by greed or vanity will find only a bland, sour, or even rotten apple—a bitter token of unworthy desire. Conversely, a lover who labors with honest intent and humble perseverance is rewarded with a fruit bursting with divine sweetness—a tangible echo of the truest love.


The Apples of Courtship

"True love is never plucked with ease; it is won through an earnest search."

In the divine groves of Cindrelith, where celestial light mingles with the mortal earth, grows the hallowed apple—a symbol of love’s true, unwavering promise. These apples, nurtured by ancient, sacred orchards under the vigilant care of the Order of Verdant Vigil, embody a dual nature: a sweetness that mirrors the purity of selfless affection, and a bitterness that exposes love pursued for base, selfish gain.



The Sacred Rite of Selection

In keeping with this ancient lore, no admirer may simply pluck the first apple that meets the eye. Instead, those in pursuit of a heartfelt bond must wander the labyrinthine rows of the orchard, gathering apple after apple until the one that sings to their soul is found. This arduous rite of selection ensures that every apple departing from Cindrelith carries within it the purest intentions and the hardest-fought testament of love—a covenant passed from one gentle heart to the next.Thus, as the apple journeys from hand to hand, it remains a living parable of the kingdom’s creed: that love, in its most transcendent form, is not given freely, but is earned through the trials of the heart and the honest labor of the spirit.


The Golden Threads


The Imitation and Market of Devotion

"Gold shines brightest where love is true, but even false gold has its place in a merchant’s hands."In modern times, the true Golden Threads are nearly impossible to find, their existence relegated to myths, secret caches, and black-market dealings in Noctis-Hael.However, faux golden threads have emerged, crafted by artisans and sold as engagement tokens, wedding adornments, and symbols of eternal love. These imitations, woven into fine fabrics or jewelry, serve a more mundane but no less meaningful purpose: they are given as gifts in engagement rituals, a symbolic promise of binding destinies together."A thread in your hands, a needle in mine—will you let me weave your fate into mine?"It is said that in Cindrelith, when a noble couple pledges themselves to one another, they each sew a single golden thread into their garments. The truest of love causes the thread to shimmer with an almost imperceptible glow—whether it is an illusion of faith or a true remnant of divine power is unknown.But among the desperate—those who have truly been broken—there are those who seek the real thing.

Divine Weave of Fate and Love

"Fate is not stone, nor iron—it is cloth, woven and unwoven at the hands of those who dare to touch it."

The Ancient Legend: A Stitch in the Divine TapestryOld legends speak of the Golden Threads, strands of celestial essence that, when used alongside a shard of Phanuel’s Spear, possess the power to stitch together what was once broken. These sacred threads do not merely heal flesh—they mend fate, fractured minds, and ruptured souls. They are said to be threads of destiny itself, woven from the same divine light that shaped the Nephilim and the Phanari.But such power comes with rules.A person must first thread the needle themselves, signifying their own willingness to face their brokenness. However, they cannot heal themselves alone. The final act must be done by another—the one they love, trust, or care for most. It is through this bond that the threads take hold, the angelic essence of Phanuel working through the hands of another."You must choose your stitcher wisely. A careless hand may mend a wound—but leave the soul in tatters."Yet, the true cost of the ritual is unknown. Some say that for every soul mended, another thread of fate is severed elsewhere. Others whisper that the King of Kings himself has hoarded a secret cache of Golden Threads, unwilling to let such a force shape the kingdom beyond his control.


The Black Market

The Economy of Divinity: The Veins of Cindrelith


The Divine Materials of Cindrelith

Angel's Tears
The Nectar of Divinity

"A single drop can grant miracles. A single vial can start a war."Angels do not cry as mortals do. Their tears are liquid divinity, crystallizing upon falling, turning into shimmering beads of unfathomable power. It is said that a single Angel’s Tear can:Heal any wound or sickness—though it is rumored the Veiled Chirurgeon hoards them, unwilling to let their craft be replaced.Enhance the abilities of those who have undergone the Rite of Reflection, amplifying their gifts beyond mortal limits.Grant temporary visions of the divine, though few who drink them often experience brief moments of true clarity, but the price is unpredictable—some see their future, others glimpse horrors beyond comprehension.In the high courts of Cindrelith, Angel’s Tears are gifts bestowed only by the King of Kings himself. But in the black markets of Noctis-Hael, they are smuggled, stolen, and sold for prices beyond imagination.Legal Use: Used in rituals by the Knights of the Glass Sepulcher, sometimes as part of the Rite of Reflection to induce visions.Black Market: Highly sought after for their hallucinatory and prophetic properties. Some believe drinking too many will turn you into something not quite human.

"Power is not given freely—it is taken, traded, and bled."

For all its celestial grandeur, Cindrelith is built upon a market of stolen divinity. The kingdom’s wealth is not measured in gold or grain, but in the sacred remnants of the divine—the byproducts of angels, Nephilim, and those who have fallen from grace.To possess a fragment of heaven is to wield power. And in the hidden corners of Noctis-Hael, beneath the mask of the kingdom’s splendor, that power is bought and sold like any other commodity.

A Vial of Angel Tears



Fallen Feathers
The Wings of the Forsaken

"To be wingless is to be forgotten. To steal wings is to steal fate."Feathers from divine beings carry power, but fallen feathers—those stripped from angels cast down—hold something else: remnants of suffering, exile, and wrath. A single feather from a true celestial being can be:Crushed into dust and inhaled, granting temporary divine power.Forged into weapons, creating arrows that strike with holy fire or daggers that whisper forgotten prayers.Used in forbidden rituals to call upon things that should not be called.Legal Use: Woven into the cloaks of the Four Reflections, symbolizing their burden. The Defender Ecclesiae carries a sword whose hilt is wrapped in the feathers of a fallen Seraph.Black Market: Used in curses, binding rituals, and forbidden magic. A single feather can grant temporary flight—though it is said those who fly without wings of their own will eventually fall in a far worse way.But it is not just feathers that are sold.


Text

A pair of Nephilim wings, cut off and for sale


Angel's Blood
The Currency of Power

"It burns like fire and binds like fate."Angel blood is thick, luminous, and ever-warm, said to carry a fragment of celestial power. Where Angel’s Tears heal, Angel’s Blood transforms. The blood of an angel is liquid radiance, a substance so potent that even a drop upon the skin can permanently mark a mortal. It is used to forge unbreakable contracts, empower weapons, and even alter the very essence of a being.Uses include:Alchemy – When mixed with mortal blood, it can extend life, though not without cost.Weapon ForgingThe Knights of the Glass Sepulcher wield blades quenched in angel’s blood, their edges never dulling, cutting through even the fabric of reality itself.Binding Rituals – Contracts written in angel’s blood cannot be broken, for they are written into the essence of existence itself.However, angel blood is not easy to obtain. The King of Kings forbids its trade, yet the whispers in Noctis-Hael speak of captured angels drained slowly, their agony turned into wealth.Legal Use: Reserved for the King of Kings and the Four Reflections, used in oaths and sacred rites. The Blind Justicar writes decrees using angel blood, making them absolute reality.Black Market: Those who trade in angel blood are said to be able to change fate itself. Assassins dip their blades in it, ensuring that once a wound is struck, death is inevitable. Others seek it to strengthen their own divine abilities—though too much can turn a person into something neither angel nor mortal.


A pair of Nephilim wings, cut off and for sale


The Trade of Wings – The Sin of Severance"To take wings is to steal a soul."Of all celestial relics, wings are the most forbidden to sell. The act of removing a wing—whether from a Nephilim or a Phanari—is seen as a heinous crime, a severance of identity and power.Yet, wings are still sold in the shadows.Black Market: A full pair of angel wings is worth a king’s ransom, capable of granting temporary flight if grafted onto another. Some believe that wearing severed wings allows one to channel the abilities of the original owner—though doing so is said to invite madness and ruin.The Phanari’s Role: Some Phanari steal and sell wings, believing it is a way to reclaim their own stolen divinity. Others act as executioners, severing wings as punishment for traitors and criminals.Rumors whisper that the King of Kings himself once severed the wings of a great angel, using them to fuel the power of Cindrelith’s floating existence. Whether this is truth or blasphemy, none dare say aloud.In the darkest alleys of Noctis-Hael, entire wings are hacked from the backs of the fallen and auctioned like relics. Those who lose their wings lose more than their flight—they lose their place in the world, their very identity.It is said that some rogue Knights of the Glass Sepulcher have been known to sell the wings of their failed initiates, turning their shame into profit.


Chunks of Heaven's Stone


Heaven's Gold
The Metal of Kings

"Not all that glitters is meant to be touched."Unlike ordinary gold, Heaven’s Gold never dulls, never bends, never breaks, and does not melt in mortal fire. It is impossibly light, yet stronger than any earthly metal. It is the material from which the crown of the King of Kings is forged, and it is used to craft the highest relics of Cindrelith.Properties include:Resisting all corruption—a blade of Heaven’s Gold cannot be cursed, nor can it be wielded by the unworthy.Absorbing divine energy, allowing it to be used as a reservoir for celestial power.Singing softly in the presence of angels, resonating with their very essence.However, Heaven’s Gold is rare, and few are worthy to wield it. In Noctis-Hael, counterfeit pieces are often sold to the desperate, but true Heaven’s Gold is priceless, fought over by those who understand its worth.Legal Use: Used in the crowns and armor of the highest elite, reserved for those deemed worthy. The Defender Ecclesiae’s blade is gilded with it, allowing it to cut through both flesh and spirit.Black Market: Impossible to melt down or reshape, it is mostly sold as relics or smuggled into rings, trinkets, and weapons. The wealthy collect it, while the desperate try to forge it into tools of rebellion.

Stone from Heaven
Fragments of the Celestial Throne

"Even the sky breaks."Scattered across Cindrelith are shards of Stone from Heaven, remnants of celestial cities that fell long ago. These stones are indestructible, humming with a power that few can wield. It is:Indestructible, used to build the Glass Sepulcher and reinforce the chains that bind the furious angel beneath the kingdom.A conduit for divine energy, amplifying abilities and serving as the foundation for Cindrelith’s floating structures.A weapon against the divine, for it is said the only thing that can truly kill an angel is a blade carved from Heaven’s own bones.The King of Kings hoards the majority of this material, using it to strengthen his rule. However, small fragments are sometimes stolen or smuggled into Noctis-Hael, sold at exorbitant prices to assassins, knights, and those who wish to challenge the heavens themselves.Legal Use: Used to construct the Glass Sepulcher and reinforce the floating kingdom itself. The Blind Justicar’s throne is carved from a single unbroken piece.Black Market: Coveted by smugglers and artificers. A single pebble is said to amplify magic, and weapons forged from it can wound even divine beings. However, working with it is dangerous—some say the stone carries whispers of the heavens’ rage.


Smugglers find relics and statues inlaid with Heaven's Gold and carefully carve out each piece to melt it down into a single bar for an exorbitant price.


Timeline of Cindrelith

A Kingdom As Old as Empire, Yet Standing on the Edge of RuinCindrelith’s recorded history now spans 6,000 years, making it one of the longest-lasting civilizations in existence. While divine beings shaped its origins, the kingdom has evolved, endured schisms, and hidden its fractures behind a veil of power.The Year of Reflection follows a twelve-month cycle, with major events tied to celestial signs, religious mandates, and political upheavals.


Pre-Fall Era - Before the Kingdom

The Pre-Fall Era (PF) – Before the Kingdom (Before Year 0 CE)Events from this era are mythological, recorded in the Luminara and Tenebris, the twin sacred texts.Some scholars argue that many "divine" events may have been early Nephilim political struggles, rewritten as celestial legend.Before Year 0The Fall of Heaven (Heaven Falls, Year 0)A celestial war fractures the heavens.The Nephilim (angelic descendants) are exiled to the world below.The Phanari (those who embrace their fall) begin constructing settlements deep beneath the surface.


Founding Era - The Rise of Cindrelith

The Founding Era (1–1,200 CE) – The Rise of Cindrelith

Year 1 CEThe Founding of Cindrelith (Month: Lumineis)The first Nephilim Lords, led by Adam the First, raise Cindrelith into the skies using celestial relics.The city floats above the world, a symbol of divine favor and separation from mortal realms.Below, the Phanari establish Phanelith, a city of worship and rebellion.Year 272 CEThe Phanuel Incident (Month: Phanelithis)Explorers discover Phanuel, the Bound Angel, chained beneath the kingdom.The King of Kings declares Phanuel’s imprisonment a holy necessity.The first schisms between the Luminara (orthodox faith) and Tenebris (Phanari belief) begin.Year 612 CEThe Angelic Civil War Begins (Month: Vermilion)A brutal 300-year war erupts between Nephilim and Phanari over the fate of Phanuel.The war nearly destroys both civilizations.The first wielders of Golden Threads emerge—said to mend fate and bind destiny.Year 915 CEThe Treaty of Noctis-Hael (Month: Noctisveil)The war ends with a fragile truce.The Rite of Reflection is established, granting divine authority to those who pass the Sepulcher’s test.The Seven Noble Houses rise as rulers under the King of Kings.


The Age of Kings – The Eternal Monarchy

The Age of Kings (1,200–Present CE) – The Eternal Monarchy

Year 1,224 CEThe First Adam is Crowned (Month: Lumineis)The first King of Kings, Adam the Eternal, is chosen by divine decree.The great deception begins—each future King of Kings will take the same name.The ritual of succession is hidden from history.Year 1,780 CEThe Four Reflections are Established (Month: Mirrormarch)The King of Kings appoints War, Famine, Pestilence, and Death as his divine enforcers.The Defender Ecclesiae (War) commands the Paladins of the Glass Sepulcher.Famine controls the economy and resources.Pestilence governs medicine and secret executions.Death, the Blind Justicar, judges without appeal.Year 2,040 CEThe First Prophetic Reckoning (Month: Finalis)The greatest Prophet of the era delivers a warning:
"The glass will break. The throne will fall."
House Corvelis ensures all records of this prophecy are erased.Year 3,327 CEThe Disappearance of House Lysandus (Month: Veilrend)A noble house is erased from history, their name stricken from all records.The King of Kings does not explain why.House Corvelis ensures no one remembers them.Year 4,102 CEThe Spear of Phanuel is Broken (Month: Phanelithis)The Phanuel Resistance attempts to free the Bound Angel.The Spear of Phanuel, the only weapon capable of severing divine fate, is shattered.Its fragments disappear, rumored to be hidden across the kingdom.Year 4,800 CEThe Market of Divinity Thrives (Month: Aetheris)The black markets of Noctis-Hael reach their peak, trading stolen angelic relics.Angel’s blood, stolen wings, and divine contracts are sold in secret.Year 5,120 CEThe Glass Begins to Crack (Month: Tearfall)Prophets begin whispering that Cindrelith’s foundations are no longer stable.The Four Reflections begin questioning their loyalty.Phanuel stirs beneath the city.


Current Era

The Current Year – 5,892 CE

Cindrelith stands at the precipice of change.The King of Kings’ rule grows tenuous.The Phanuel Resistance has become bolder, infiltrating the noble houses.The Four Reflections are no longer as unwavering as they once were.
The bound angel, Phanuel, is beginning to wake.
As the Final Prophetic Reckoning nears, one question remains:Will the glass kingdom endure? Or will it finally shatter?

The Kingdom Of Thalrith

Fortitudo per Sacrificium

The Kingdom of Thalrith thrives on blood sacrifice, sustained by the Blackened Chalice, which grants immortality at a terrible cost. The Obsidian Throne binds the Thalorian dynasty in endless hunger, but prophecy whispers of an upheaval—the rise of the Golden Dawn. Abyssian Thalorian has been the Bloodbound Regent for 200 years. The Sanguine Order ensures the Chalice is never empty, while five noble houses dictate the kingdom’s fate.

The Kingdom Of Aethryia

Harmony in Simplicity

The Kingdom of Aethryia is comprised exclusively of demi-human inhabitants. They are known as rustic, salt of the earth people who are hospitable and value hard work, and who tend to live humbly compared to other kingdoms. At the core of Aethryia resides the Sacred Glade, a sanctuary where the unicorns, the source of the kingdom's magical power, are safeguarded by an elite order of knights.

This is a fairytale passed down through the generations, a favorite of Aethryian children:

Once upon a time, nestled in a land of whispering woods, towering ice-capped mountains, and yawning canyons, lay a sacred glade. This was the home of the magical unicorns, untouched by time and bathed in an enchanted light. For ages, the unicorns lived in peace, sharing their home with the creatures of the forest, but respected and feared by the other animals.But one day, a shadow fell upon the land. Humans, with their clanking metal and sharp, noisy tools, marched into the peaceful land. They trampled the flowers, scared the little bunnies, and chopped down the tall trees, leaving a trail of sadness in their wake. The forest animals, though brave, were no match for the humans' sharp sticks and shiny armor.A few of the bravest animals knew what they had to do. They raced through the trees, their hearts pounding like little drums, all the way to the unicorns' glade. They begged the unicorns for help, their voices trembling with fear. The unicorns, their eyes like shimmering stars, listened with gentle hearts. Moved by the animals' courage, they agreed to fight.The battle was fierce! The unicorns, with their shining horns and powerful hooves, charged at the humans. The humans fought back, but the unicorns were strong and swift. Just when it seemed the battle might never end, the forest animals, inspired by the unicorns' bravery, joined the fight! Together, they vanquished the invaders and saved the land!But the battle had taken its toll. The unicorns, though victorious, were weary and wounded. Before they drifted into a deep, magical slumber, they whispered a final spell, a gift to the brave animals who had fought by their side. As the unicorns slept, a wondrous change came over the animals. They stood on two legs, their paws became hands, and they could even speak! No longer just animals, they were becoming something new. They built homes, they traded with each other, and they created a kingdom, a beautiful kingdom called Aethryia.Centuries passed, and the unicorns slept on. The descendants of the brave animals, now called the Aethryians, remembered the unicorns' kindness. They chose the bravest and wisest among them to become the guardians of the sleeping unicorns, the Glade Guard. They trained and they watched, waiting for the day the unicorns would awaken.Finally, that day arrived! The unicorns opened their eyes, blinking in the soft light. Though the Aethryians no longer spoke the same animal tongue, a deep understanding flowed between them. The unicorns, grateful for the Aethryians' care, promised to protect the land of Aethryia forever. And so, the Glade Guard became a sacred tradition, a promise kept between the magical unicorns and the people they had saved, a reminder of courage, kindness, and the magic that blooms in the heart of a true friendship.

The Terrible Truth

Over time, the Aethryians grew greedy. They demanded more and more magic from the unicorns. The royal family especially desired more power. The unicorns, feeling exploited, began to fight back. However, their own protectors turned on them, subduing them and forcing them to remain in the grove. Ever since, it has been a constant war of wills, the Glade Guard protecting the kingdom of Aethryia from the destruction the scorned unicorns would bring if they ever escaped. This terrible secret is only known by the Royal family, Glade Guards, and Beastmasters.When darkness falls, the unicorns transform into something twisted and terrible, able to overpower even the strongest knights and beastmasters. Because of this, the Glade is kept in a constant state of daylight using magic.

The Glade Guard and Beastmasters

Once protectors and friends to the unicorns, the duties of the Glade Guards and Beastmasters have shifted from protecting the unicorns from the world, to protecting the world from the unicorns. Several Druids and Whisperers are also assigned to guard the unicorns.Sworn to secrecy by sacred oath, only the best of the best are selected for the roles. It is an incredibly dangerous job that requires extensive training, but it is viewed as the highest honor an Aethryian can achieve. Their training also involves deep religious rites for protection. It is said that the strongest among them are chosen by the Lion, Bear, or Wolf, marking them as protectors of the balance.

Making An Aethryian

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Biology

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Values

Harmony in Simplicity - Things seen as lavish, extravagant, or pompus are frowned upon. Simple living is seen as the key to happiness. Even the royal family lives quite humbly compared to other kingdoms.We all come from the same soil - Bigotry and prejudice based on species is seen as childish. Noble ranks do not exist in Aethryia.Remember your roots, spread your wings - Don't forget where you came from and who raised and taught you, but don't become reliant on them. Step out and become your own person.Respect the land - Sustainability is a core principle to everything Aethryians do. Things that destroy the land without giving back in equal measure are loathed.Honor your people, honor yourself - Every Aethryian is expected to be a contributing member to the kingdom. Whether it's working a job, raising children, or anything else. A person doesn't need to have a traditional working job, as long as what they are doing is considered to be contributing.Respect the sacrifice of others - Aethryians do not farm livestock but will still hunt and fish. In doing so, all parts of the creature must be used - flesh for food, bones used for medicine, tools or as fertilizer for crops, furs used for clothing and bedding. However, as a mark of respect it is considered preferential to not eat the flesh of ones ancestors (for example - a cow demi would not eat beef, a deer would not eat venison)

Exports

Dairy: Milk and cheese are provided by (typically) female demi-humans, who take pride in their role as the kingdom’s dairy producers. The richest products come from Cow demi-human's due to their high-fat milk content and are the primary producers however ALL females (and some males) are capable of milk production, resulting in unique flavour profiles across species.Mead: Crafted from honey produced by bee folk, Aethryian mead is known for its rich, floral flavors.Lumber: Aethryia’s carefully managed forests provide high-quality timber, harvested sustainably in accordance with their deep respect for nature. Aethryians have a knack for magic that allows trees to grow at a much quicker rate.

Food

Aethryians are very proud of their culinary abilities. Turning down food offered to you by an Aethryian is considered extremely insulting. Meals are typically made to nourish hard workers, being hearty and filling comfort food. Although some Aethryians do eat meat, many don’t so their cuisine is largely vegetarian. Dairy features heavily in their cooking.

Religion

The Aethryians follow an ancient, druidic faith deeply intertwined with the land, the cycles of nature, and the spirits of their ancestors. They believe that the magic of Aethryia flows not only from the unicorns but also from the earth itself. Every river, tree, mountain, and beast carries its own spirit.
Aethryians revere the Totems—sacred animal spirits that embody the virtues and strengths of both their ancestors and the world around them. These Totems are not deities but powerful guides, channeling the wisdom of nature into the lives of their followers. When seeking guidance, Aethryians offer tribute to the Totem best suited to their need.
Each Totem represents a core aspect of life, and shrines dedicated to them are scattered throughout Aethryia, often carved into ancient trees, woven into floral arches, or marked with stones bearing their sigils.

Sacred Rituals and Practices

The Aethryians incorporate the Totems into their daily lives and major ceremonies:The Blessing of the Path: Before a journey or major life change, an Aethryian will seek guidance from the Totem most fitting for their quest, leaving an offering and receiving a token blessed by a druid.The Rite of Awakening: Upon reaching adulthood, young Aethryians undertake a spiritual journey into the wilds, guided only by the signs of their destined Totem. This Totem becomes their lifelong patron.The Mourning Circle: When an Aethryian passes, their body is returned to the earth in a sacred grove, where their spirit is said to join the cycle of nature. Family members carve their Totem’s sigil onto stones placed at the grave site.The Seasonal Circles: At the equinoxes and solstices, great festivals are held to honor the changing of the seasons. Druids lead ceremonies where Aethryians chant, dance, and weave together the blessings of multiple Totems to ensure balance and prosperity.

Holidays

First Sprout Feast: Held on the first day of spring, when the snow has started to melt but the ground is still hard. It is similar to American or Canadian Thanksgiving, where the aim is to gather with friends and family to eat a hearty meal. The idea is to nourish the body to prepare for the upcoming planting season.Autumnfest: The biggest holiday of the year, held on the first full moon of fall, when the air is still warm and the leaves are just starting to change. Festivities start at sunset and end at sunrise. It's a time of partying, eating, and drinking to celebrate another successful planting and harvesting season. There's dancing and pie eating contests, first kisses are stolen under the moonlight, couples sneak off into the bushes, and there's lots and lots of yummy food.Meadmoon: A very adult oriented holiday, all about alcohol. They import the best alcohol from Thalrith and Cindrelith, along with cracking open their own jugs of mead and casks of bourbon. Alcohol tasting contests are held and brewers from all the kingdoms come to compete. It is considered a rite of passage for maturing Aethryians to take their first drink at this festival. More recently, a tradition has been started of orgies and swinging during the holiday. Typically monogamous couples will have a day of free love and fun. It's assumed that the Thalrithians have a lot to do with the introduction of that aspect of the festival.Triumph: Held on the winter solstice, remembrance of the great battle which began the kingdom of Aethryia. It is a time to pray to the totems of the animal within every Aethryian, to remember how far they have come since that great battle while still remembering who they once were.Verdant Vigil: A day to respect the earth, held on the summer solstice. The day is spent devoting magical energy into the earth, and as such no one works.

Druids & Whisperers

Druids are the religious leaders of Aethryia. They guide Aethryians through their rituals and festivals, and aid those seeking guidance from the totems. They have powerful nature magic which they primarily use to heal both Aethryians and the land itself. It is common for Druids to be called to places where nature has been harmed in some way, in order to provide healing for the land and to soothe the spirits of nature which may be in a state of unrest.Druids take a solemn oath to do no harm. They are complete pacifists who cannot use or even study any sort of offensive magic. They rely entirely on their Whisperers to protect them. All Druids can speak to animals.Whisperers serve as battlemages of sorts. They are assigned to protect the Druids, and guard them fiercely. In a complete opposite of Druids, they study only offensive magic and only use it for defending themselves and others. Most Whisperers are able to speak to animals as well.Whisperers and Druids always work in pairs, and the bond between them is often unbreakable.


Totems

Although the Aethryians pray to every totem for different aspects of life, every Aethryian is also guided by a patron totem, which they find during The Rite of Awakening when they reach adulthood. The totem corresponds to the character of the Aethryian, not necessarily their animal species. So a bear demi-human may have the Owl as their totem, for example.

Bear

The Pillar of Strength
Represents resilience and protection. Those who need endurance—be it physical or emotional—carve bear runes onto their weapons or tools.

Bull

The Foundation of Endurance
Embodies persistence, hard work, and unyielding will. Farmers and laborers carry small bull carvings for strength in their toil.

Deer

The Keeper of Grace
Represents peace, balance, and diplomacy. Dancers and diplomats tie ribbons to branches in her honor.
 

Fox

The Seeker of Cunning
Embodies cleverness, adaptability, and survival. Travelers and tricksters alike whisper their requests to his effigies hidden in the forests.

Lion

The Roar of Courage
Called upon in times of battle, hardship, or when bravery is needed. Warriors smear their faces with ochre before battle in his honor.

Owl

The Whisperer of Wisdom
The guide of scholars, strategists, and those seeking truth. Aethryians leave offerings of feathers and write prayers on bark to be carried away by the wind.

Raven

The Messenger of Fate
Symbolizes prophecy, mystery, and the unseen. Seers and those seeking answers watch the skies for his signs.
 

Serpent

The Cycle of Renewal
Symbol of rebirth, healing, and transformation. The sick leave scales or woven vines at his sacred pools, hoping to be renewed.

Wolf

The Bond of Kinship
The guardian of family, friendship, and community. Those wishing for harmony in relationships drink from a shared cup at his shrine.

Politics

Aethryia is a matriarchal society, as women are seen as the bringers of life and the creators of future generations. Lines are matrilineal, where the person who gives birth to the child is the bloodline that is followed in matters of inheritance. It is not uncommon for the sire of a child to be completely unknown.

Locations

Saltside - Coastal town in south Aethryia, home to many aquatic demi-humans.Cliffburrow - A town built into the canyon walls along the Divide River.Skyleaf - East Aethryia, homes built into massive oak trees. Home to many avian demi-humans.Farest - A settlement in far west Aethryia, almost bordering Thalrith.Westhill - Capital city in the west of Aethryia, surrounded by gently rolling hills.The Sacred Glade - Well hidden glade near Lake Dawnstrike, protected by magic and cast in perpetual daylight.Lake Dawnstrike - A large lake in the middle of Aethryia, known as the place where the battle for Aethryia took place.Dawnstrike River - A river in the middle of Aethryia that feeds the Dawnstrike Lake, travels up into Cindrelith.Divide River - A river that divides Aethryia into the smaller, more populated western portion and the larger, less populated east portion.

The Royal Family

Queen Ria, current ruler of Aethryia

The royal family is matriarchal and a matrilineal line. The royal lineage consists of demi-humans who have, over generations, manipulated unicorn magic to augment their physiology. This practice has resulted in draconic physical attributes, extended lifespans, and enhanced magical capabilities. The dynasty's long-term objective is to leverage these enhancements to expand Aethryia's influence and establish its position as a formidable power.The current ruler of Aethryia is Queen Ria. She is dedicated to the welfare of her kingdom and subjects, although she recognizes that her plans and actions would be controversial if the Aethryians ever learned the truth. Ria is well practiced at walking the line between being a strong and poised leader and maintaining a level of humility that earns the respect of her people.As part of her plans, she has formed a secret alliance with the Farest Coalition, an enigmatic organization from the Farest area of Aethryia, who are able to shapeshift into their animal forms. This alliance is highly secret, as the Farest Coalition thrive on existing only as rumors.Ria has one son, Prince Marco. As the only child of the queen, he is a rare male heir in the Aethryia royal family.

Prince Marco, heir apparent of Aethryia

Representatives

Although Aethryia has a Queen, the royal family are more political figureheads than an actual monarchy. Most major decisions are made by a council consisting of a representative from the major towns of Aethryia, with the Queen serving as Westhill’s representative. The 5 represented cities are Westhill, Farest, Skyleaf, Cliffburrow, and Saltside.

Westhill

Ria

Farest

Raven

Skyleaf

Julian

Cliffburrow

Unclaimed

Saltside

Jelle