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The Ragnari


The Melrath Military - The Ragnari

As a powerful fighting force, Melrath has four branches of the Ragnari. The Valkyrion are a large, powerful force of men and women that act in the role of soldiers. With flying mounts, incredible weaponry and unique combat styles - these soldiers are a terrifying force to witness. Mervarians make up the navy of Melrath, be it through the use of ships, creatures or Mer soldiers. What they lack in numbers they make up for in brutality and prowess, as well as some of the finest ship builders in Idalos. While the navy is nowhere near the most powerful, they make a deserved name for themselves. Skadiri are the assassin branch of the military, a group of well trained hunters that work as silent blades in the night. Hundreds of men and women fall to these, be they traitors to Melrath or enemies of the nation overall. One thing is clear, though. When the Skadiri are sent to work, their targets will never live to see the next sunrise. Lastly, the Syns are a group of mages that would rather focus on their magic rather than blend with other branches. While a mage can technically join any branch, those that want to work closely with others of their kind are often found working as Syn. Powerful, destructive and feared - this is a faction that few would dare quarrel with.

Military ranks and prowess are recognisable by the use of tattoos. Each time a new rank is gained the soldier will be given a new and unique tattoo based on their choice, meaning the more tattoos a soldier has the better

(OOC Note: You may self mod getting each tattoo when you rank up. Or assume that you have acquired it.)

The Valkyrion

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“What did I see? Darkness. What we thought were storm clouds ended up being much, much worse than any storm. Valkyrion. Warriors that rained down on us. I was lucky to get out alive. None of the thousand other men could say the same.” - Falrar, former general of Rynmere.

Headquarters Location: Thrudheim Tower

Ferocious, powerful and fearless - the Valkyrion make up a large brunt of the Melrath military. Yet this doesn’t mean they aren’t powerful, nor are they disposable. Despite having a smaller army than other larger countries, the Valkyrion are an incredibly dangerous fighting force. Some make use of flying mounts while others prefer to fight on land, but all are taught a to fight as a Melrathi would, engaging in fearless fighting styles and assaults. Be it axes, swords, spears or any other weapon one might possess, a Valkyrion is sure to be a fighting force to be reckoned with.

Acting as both the general guards and the standard soldiers of the military, the Valkyrion are set to do an array of tasks, be it killing local bandits and rebels or going out to war.

Like all of the military groups in Melrath, Valkyrion wear tattoos to display their prowess and power. While these are not uniform, the most common tattoos will be bold and on show, long sleeves and sometimes even facial tattoos.


Battlethirst:(Ability)

The Ragnari possess a special ability that is granted to them when they first reach the rank of Knight. Upon doing so they will be taken to their branch’s headquarters and given their first tattoo. This tattoo is quite unique, much like the tattoo granted to the Aesir in that it awards the Valkyrion with an special ability.

Once per trial a Knight of the Valkyrion can activate Battlethirst for roughly one break. This will grant them increased reaction time, strength, and endurance. At first this effect is very slight. But the more enemies that a Valkyrion kills, the stronger the effect becomes, until they are able to increase these traits by nearly two fold. Please be aware that the more powerful you become, the more likely it is for your character to harm themselves.)

However, this ability comes with a price. Battlethirst affects the mind and renders the Valkyrion far more merciless and hungry for taking lives. Known simply as the “Thirst” a few a wayward soldiers across history have lost themselves to this effect and accidentally turned their blades on their own comrades. It isn’t uncommon for fully fledged Knights of this branch to be feared by the general public due to the brutality this ability has made them known for. While it is a great boon in combat, the “Thirst” is both gift and a curse.

If you should leave the Ragnari, you will be given a brand across this tattoo which leaves it inert and incapable of generating this ability. If an ex-Ragnari decides to try and evade this fate they will be hunted down until they are found and the tattoo will be removed.

(The process of gaining this tattoo may be self modded once you become a Knight. The tattoo may be in any shape or form you like, although for some reason your character will notice that getting this tattoo is far more painful than any other they will ever receive. )


Ranks

Recruit (0 Points) - Soldiers in training, these recruits are working their way to the title of a proud Valkyrion. Given no tattoos until approved to be a Knight, they go through harsh training until they are deemed worthy of becoming a Knight of the Valkyrion. These recruits are trained by Knights and shown the ropes, taught how to be a true soldier and earn their first military tattoos. With the right experience this rank can be skipped, as it is meant for those that need work with their training.

Knights (20 Points) - Recruits that have been promoted or newer soldiers that skipped the Recruit stage due to past experience, these Knights finally earn their first tattoo. At this stage specialisation begins to show, whether it be a weapon of choice or prowess with a mount. Because of this the Valkyrion Knights are gifted certain items depending on their request and the armies ability to meet it. For many this will be a weapon or a (Insert name of flying horse mount here), but it can vary.

Slayers (40 Points) - A step up from the Knights, the Slayers are proven warriors with capabilities in battle beyond that of most soldiers. While it isn’t possible to start as a Slayer, it is also not an uncommon rank to find earned by those that work hard for it. Though they are in no way as common as Knights, Slayers are a fair margin of the fighting force and earn their name, taking down enemies with near-ease at times. With much more prominent tattoos now, these men and women are monsters on the battlefield.

Officer (60 Points) - Leaders of a small task force of men and women, these Valkyrions are elite in a way that very few others are. With more than just the ability to fight, men and women of this stature are bold tacticians, turning a battle with ease and putting all of their troops to good use. These men and women are recognizable by their gear and, of course, the mass of tattoos they bear.

Commander (80 Points) - Now able to lead battles entirely, the Commanders only answer to the Warlords. They are a powerful force alone, but their talent really lies in their ability to bring a group of soldiers and turn them into the best fighting force Idalos has ever seen. Even with short numbers of troops, the Commanders are able to pull off incredible feats of courage, leadership and tactics.

Warlord (100 Points) - Highest ranking Valkyrion’s earn the title of Warlord, soldiers that have slain countless lives and saved countless others. Coated in tattoos, this soldier is a trophy for Melrath, a soldier so finessed they can slay many single handedly. Very few ever reach a rank this high, but most strive for it. Those that achieve a goal like this will be remembered forever, giant mantels and walls dedicated to art of them across the military rooms, telling tales of all the heroes both old and new.


The Skadiri

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“Everybody doubted them for a while. What use was subtlety when you could take the camp by force? But the small faction proved themselves. With the Skadiri’s Anaks of Darkness coming in to play, the bandits could barely see their own hands. By the time the sun rose and the fog parted - there was nothing left but empty tents.” - Tales of Melrath, Founding of the Skadiri

Headquarters Location: Nifheim Tower

Sometimes, power takes forms that few expect. While many respect the Valkyrion for the raw combat prowess they possess, their abilities deemed unmatched, nobody ever doubts the Skadiri. With many ties to the Spirits of Melrath, these unseen shadows wander the world in hunt of mortal prey. When their target is found tactics are used to mask their approach, often with the help of the Spirits they find themselves tied to. Before the night is over their targets last breath is sliced from their body with such elegance that nobody really knows what happened. Nobody but the Skadiri.

Not all of the Skadiri are killers or assassins, some preferring to work in espionage and deception. Infiltrating cities for information, spying on a key target or gathering information atop a flying mount are just three examples in which a Skadiri can be useful without ever taking a life. What they all have in common is their expertise, each a master at something, perfecting their art until they become a legend.

For the Skadiri, the tattoos and warpaint are often much more simple than those of the other branches. With basic black paint to help them blend in with the darkness and tattoos that reflect their practice, be it a dagger in the dark or a watchful eye, these men and women show off what they are with great pride. Each Skadiri, from the lowest to highest rank, are viewed with respect and fear.


Ritual of Shadows (Ability):

Upon reaching the rank of Apprentice the Skadiri are anointed with their first tattoo. Similar to the Valkyrion, this tattoo is quite special and grants the soldier a new and frightening ability. The Ritual of Shadows tattoo may be in any form the soldier desires, however it is always written in the blackest of inks that rumours suggest are actually made from living shadows. During the tattooing process the Skadiri is bound with this tattoo to an Anak of Shadow that has chosen to join with the mortal. This spirit will follow them unseen, and unknown even to the soldier it is linked with until it is called upon. (Let it be noted that this Anak is free to do as it wills, there may be times when it refuses to aid you.)

Many Skadiri comment that once you are bonded to the Anak you will never be able to shake the feeling of being followed, albeit distantly. (This Anak will never communicate with you beyond darkening your steps or perhaps toying with your own shadow for its amusement.)

Once the tattoo is complete the Skadiri Apprentice may then utilize what is known as the Ritual of Shadows in order to call upon their new ally. This ability may be used once a trial for the length of a break. It must also be done with the utmost respect for the Anak that has chosen to work with them.

To summon their bonded Anak the Skadiri must submit themselves fully to the darkness of the world. This can be done easily, either by snuffing out all the light in a small space or even closing their eyes and meditating on the nature of the abyss. However you must at least be competent in meditation to use this second method..

Then they must speak the Words:


Words of the Ritual of Shadows

“Blackest of nights and darkest of trials,

I call to you.

Starless dusks, and storm shadowed dawns

I call to you.

I give myself freely to your embrace, and welcome your abyss.

I call to you.”


Once the words are whispered aloud the Anak will reveal itself. A dark fog will roll in, emerging around the feet of the Skadiri in an area about a hundred feet in diameter. This fog will substantially cloud the vision of those within it and begin to drain away ambient light in the area. All light sources near the Skadiri will slowly begin to be snuffed out seemingly by natural phenomenon as well . Lamps will gutter and flicker into nothingness, campfires will abruptly be silenced with a sudden gust of wind. The Skadiri themselves will find that they are mostly unhindered by the shadows of the Anak, and their night vision will sharpen to the point that they can see almost clearly in the darkness the spirit has manifested.

(The process of getting this tattoo may be self modded once you are an Apprentice.)


Ranks

Newblood (0 Points) - At the early stages a Skadiri is tested more than they will ever be. Ruthless tests of both physical and mental prowess are forced on them day in and out to perfect them for their assigned task, be it a spy that can never crack under torture or a killer that can never be caught. War paint and other camouflage tactics are taught to them as a last resort, to ensure all Skadiri can escape no matter how dire the situation.

Apprentice (20 Points) - It is at this stage the first tattoo is given, designed to fit the role that the Skadiri will fill. This is the beginning of their real journey, assignments becoming available beyond those in Melrath’s main cities. It is rare for an Apprentice to be assigned outside of the nation, however it is not impossible.

Stalkers (40 Points) - Now that they have fully proven themselves as a member of the Skadiri, the Stalkers can begin to spread their wings and work on missions that many would deem impossible. While they aren’t given the toughest of the tough, a single Stalker might be tasked with the murder of a powerful noble or the job of befriending a dangerous foreign warlord for information. Should they prove themselves now, their name will go down in history with the rest of their brothers and sisters.

Shadowwalkers (60 Points) - Once a Skadiri reaches this tier they earn themselves all the fear they are met with. While the civilians of Melrath trust these men and women, they realise the potential they possess and the dark deeds they might have done to earn their place among such a high rank. Every Shadowwalker can, should they choose, lead a small squad of Stalkers in to missions.

Unseen Ones (80 Points) - Unseen Ones go down in history as near-perfect Skadiri, remembered for acts they committed and others done without anyone ever knowing it was them. Nobody is safe, no city is safe. Nothing can’t be done by just one of these masters of stealth, deception and assassination.

Lords/Ladies of Deceit (100 Points) - Only a few have ever earned this title, most dying before they could hope to achieve it or reaching the peak of their talents. But those who do reach it are talented, committed and above all - dangerous. These Lords and Ladies earn more than just pride and honor, but a name that will be feared for as long as Melrath lives on. The Lords and Ladies of Deceit are the commanders of the Skadiri and are responsible for choosing where and how their branch utilizes their skills.


The Mervarians

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“They expected our boats, they expected our Mer. But when the creatures around started fighting back too, when it was only their ships attacked by the beasts of the sea? They didn’t expect that.” - Lara, Mervarian Captain.

Headquarters Location: Laerad Tower

Feared for their ties to the ocean, Mervarians are considered masters of the sea. Every man and woman that works for this military is given an equal share of any loot found at sea, be it treasure or spoils of an enemy ship. Initially a pirate faction, Melrath recruited this group with set conditions to fight for them. Since then, the Mervarians have prospered, able to keep whatever they earn in exchange for the duty of protecting Melrath. This faction, while Military, is the most able to do act freely so long as they do not turn on fellow Melrathi ships. Any other ships, however, are open for the taking.

While the Navy is in no way strong compared to that of others and fighting in enemy waters, the defensive power the Navy possesses would make even the strongest army tremble. This stems from Melrath and it’s close ties to the world around. Spirits of the Ocean and near to all the creatures in it are able to be communed with by way of a Mervarian. While some prefer the simpler life of sailing and fighting, there are many possible ways to assist with this. Riding and taming the beasts of the sea, fighting as a Mer or being a fighter that boards enemy ships are all viable options for one of these military experts. Mages also find great use in this group, acting as soldiers or siege weapons to take down enemy ships with ease. One thing is certain, however. An attack from the sea will crumble at the hands of this military branch. Each Mervarian, whatever their role, is tasked with protecting a ship that they are considered crew of.

All members of this faction are recognisable by their tattoos, each themed off of the military. Whatever their duty is in the Mervarians will be clearly defined on their skin, be it large tattoos of powerful creatures they have tamed or boats they fight on behalf of. Once part of a crew, the soldier will often tattoo their own body to remember their brothers and sisters in arms, as well as the initial tattoo often bearing the name of the ship they are tasked to work on or protect.


Sea Singing:(Ability)

Once anointed with their first tattoo a Mervarian is granted the ability “Sea Singing.” Many choose not to invest their energy in mastering this ability as it requires time, patience, and a bit of natural talent, however those who do find that in time that the sea will become their ally in a wholly new way. In a way the sea is a thing of sound, and music. It is through the medium of music that particularly talented Mervarians have learned to commune with its depths.

When first granted their first tattoo many Mervarians begin trying their hand a Sea Singing. Learning how to sing is a must for those who wish to develop this ability. Meditation will also aid fledgling Sea Singers hone their talent.

At first the effects rendered by sea singing might include calming the ocean’s waves nearest to your ship when waters are rough. But later this ability grows once it has been practiced substantially allowing Mervarians to call creatures of the deep to their aid. For most this may mean summoning a pod of dolphins to help rescue someone cast overboard, or calling forth a couple of reef sharks to harass the enemy.

OOC Note: This ability is very freeform and allows you to get very creative with what you can do. Essentially you can calm waters, call up a local storm with enough Sea Singers nearby singing with you, or summon creatures of the ocean to your aid. This ability will be scaled depending on your level in Singing and Meditation. You must develop both skills. Please use it both creatively and responsibly. Also you must actually write the words to your song. They need to have meaning and at least imply what you are trying to do. Get creative, have fun and enjoy yourself.

Freshwater Note: Sea Singing can also be used in freshwater on the creatures that live there. However it's environmental effects tend to be far more muted than what can be done on the ocean.

Novice Singing/Meditation: The Sea Singer can calm rough waters in the area around a small boat or summon forth a school of fish or even a single small marine mammal, like a seal or a dolphin.

Competent Singing/Meditation: At this level the Sea Singer can substantially calm rough waters around a large ship such as a galleon. They can also call forth moderate rain storms or fogs when on or near the sea. These are normal weather phenomenon and will not produce dangerous effects that will outright kill someone. However they are useful for stealth or cloaking surprise attacks. Animals such as smaller whales and up to half a dozen small marine mammals or sharks can be summoned. The control over these creatures is minimal, they will be focused on protecting you and your allies. Giving them directions of any kind is highly unlikely.

Expert Singing/Meditation: It is here that Sea Singing becomes a powerful tool. A single Sea Singer can now call forth a moderate to strong local storm. In a group with other Singers much stronger tempests can be called, though this process does take a fair bit of time. Animals can now be summoned that are the size of medium sized whales, and they can also be given very simple directions by way of the song. Animals will not willingly harm themselves for your benefit, please keep that in mind. Their survival instinct will always override the will of the Singer. Up to roughly a dozen smaller animals can be called at once, or up to three larger creatures such as whales. Please use your best judgement and you will be fine.

Master Singing/Meditation: Considered legendary and especially rare, only a few Master Sea Singers have ever existed in Melrath. While they are able to do everything that an expert Sea Singer can do they can also do something that is only really heard of in stories and myths. A Master Sea Singer may summon forth a single fully grown kraken from the depths of the oceans. This always takes time but the Kraken will always come to them within the span of at least a break. These monsters of the sea are gargantuan and can easily tear through ships and sink things the size of galleons. The Kraken will remain in the area for up to a break so long as the singer keeps up their song.


Ranks

Swains (0 Points) - Starting out at the basic rank, Swains are the new Mervarians. At this stage they are under clear watch to ensure they can work efficiently with their team, as well as being taught the benefits of teamwork. It is at this stage their talents are evaluated so that they can be given an explicit role on or off the boat.

Crewmates (20 Points) - Once the rank of Crewmate has been reached the Mervarian has been given a specific job based on their skills and desires. It is rare and difficult for this to be changed at a later date, especially now that their first tattoo has been given. However, this is doable. At this stage the tattoo of their crew is given, matching to every other member of the ship they sail with/on and named to clearly show who they work with. (You may choose the name of your crew’s ship as well as their tattoo emblem. Please feel free to submit city NPCs to the Melrath Dev forum for you to use as needed)

Elite Crewmen (40 Points) - Anyone of this rank has proven their worth at sea and shown themselves to be tough enough for a higher rank. Many will peak at this rank, never progressing any further. Even though it is not one of the higher ranks the Elite crewmen are viewed with an utmost respect by both other Mervarians and the general populace of Melrath.

Sea Masters (60 Points) - As the name implies, these men and women are masters of the sea. No task is too much for them to overcome and they are viewed with heavy authority unless someone with a higher rank is present. One thing that can be sure is that these soldiers have near to perfected an art. Often, it falls to Sea Masters to teach and train the lower ranks, specifically Crewmates and Swains.

Captain (80 Points) - Once this rank is reached the jump in authority is huge. Each boat may only have one Captain onboard, so this rank is often given when the initial Captain dies. As such this rank is incredibly hard to get. This is not true for in the water, however, as Mer and any that ride on sea-mounts can be made a Captain and will be made in charge of their own squadron. Anyone with this rank is in charge of either a boat or a squad that will protect their assigned boat. (Please feel free to self mod being given your ship or squadron. If you have any questions feel free to pm a local Melrath mod)

Seaborn (100 Points) - Captains that have beyond proven themselves, the names alone of these men and women are legendary. At this stage them and their crew are in charge of a fleet of up to fifteen ships, leading them in to missions. Mantels are created, tales told and songs sung about these soldiers. Whatever their job at sea is, they are known for getting it done better than any other in Melrath.


The Syns

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“We refine our art. Many mages hide away, persuading the world that they are nothing to be feared, innocent. But the only nation that shouldn’t fear us is Melrath, for we would never harm one of our own. The rest of the world, however? They should be afraid.”

- Vaela, Defiance Mage and member of the Syn.

Headquarters Location: Lyngvi Tower

While many cities fear and outcast mages, Melrath sees a power that few others can hope to match. When kept on close watch a Mage can be a dangerous weapon, easily making up for at least ten enemy soldiers. With this in mind the Syn were created, designed for mages that would rather focus purely on magic than work in another branch of the faction. As such, these mages are often the most powerful in Melrath. While this is the smallest branch by far, Syn are nowhere near the weakest by any stretch. Refined, practiced and disciplined - any mage that joins this faction and survives to higher ranks are guaranteed to be a one-man or one-woman army.

Whatever Spark the mage possesses will make them valid as a Syn, meaning a mass of roles can be filled. Whether a mage would rather fight as a Defier or heal as a Graft mage, the possibilities are only limited by the Spark. As well as this, joining the Syn is an easy way for a Spark to be shared, for it is considered a great generosity to share your magic with another that wishes to join your faction or is already a member of the Syn. Often, anyone with no Spark but wishes to become a mage can join under mentorship. While all magics are welcome in the Syns, every single one is kept under close watch. Should a Syn go renegade or prove a threat to Melrath, they will be eradicated quickly and quietly by members of their own branch.

Tattoos for the Syn represent their domain, showing off proudly the Spark(s) they possess as well as how powerful they are. Each tattoo is intricate and colourful, making their presence much more clear in Melrath.


Gleam Sight:(Ability):

Upon reaching the rank of Magus and being anointed with their first tattoo, Syns are granted the ability known as Gleam Sight or the “Gleam” most commonly. This name comes from the eerie faint luminescence that now softly glows from their irises. (The color of this glow is up to the player) This ability allows the Syn to physically “see” ether and energy of all forms around them. This forever changes how the person sees the world. Plants, trees,animals, and mortals will radiate with swirls of life energy, ghosts and spirits will glide past with whispers of ephemera and ectoplasm spiraling around them. Sources of ether divine or otherwise will be most clearly seen, either in mortals or in items such as wells and artifacts. This makes it especially easy for Syn’s to sight other mages, or even Immortal Marked individuals. They also have been known to use the “Gleam” to hunt down and flay sources of energy in order to fuel their magic. Since the Fall of Emea this ability has been indispensable for the Syns, allowing them an edge in hunting down sources of energy in order to keep their Sparks active.

To see the world with the "Gleam" is to see a sight far more breathtaking and beautiful than another other mortal could imagine. Syns can wax eloquently about how their ability changes them and how they regard the living things around them. It's as if they can see reality breathe and move around them. In a way, having the Gleam Sight is a way of reminding Syns that they are part of the world, and that they have a duty to defend it by way of their magic.

Though disciplined and respected, some Syns look down on other mages and Melrathi who cannot see the world as they can. Arrogance can be the downfall of some Syns, but who can blame them when they can see a world brimming with exquisite color, life, and energy.


Ranks

Acolyte: (0 Points): This is the starting rank for a member of the Syn. These mages are solely focused on learning to control their magic and work with other mages on the battlefield. There is intense focus on working together as a group, and learning the value all of the other magical domains possess. Typically an Acolyte is assigned a mentor to help them with this education. (This mentor may be used as your mage mentor and after PSF approval can also initiate you into other magics)

Magus: (20 Points): Upon becoming a Magus the Syn is granted their first tattoo. This appearance and shape is always of their choosing however it must be displayed somewhere that it can always be seen. Magus are considered capable spellcasters and trustworthy enough to manage handling the whims of their Spark(s) on their own.

Warlock/Witch: (40 Points): There is an air of mystique that comes with being a Witch or Warlock of the Syns. These elite mages are especially talented in their chosen domains and possess a comprehensive knowledge of working with other mages who possess different kinds of magics. Witches and Warlocks are forces of nature on the battlefield and can easily change the course of a battle if allowed to unleash their powers upon Melrath’s enemies.

Enchanter: (60 Points): Many Enchanters of the Syns play a unique role in this particular branch. Often considered great repositories of knowledge and wisdom, it is the enchanters who are responsible for teaching less experienced Syns and mentoring the Acolytes and Magus members. While some prefer to teach, others remain in the military arena of combat. Enchanters are known specifically for their exquisite use of tactics and the sheer power wielded in their magics. They are sharp, wholly focused and deadly.

Spellweaver:(80 Points): The Spellweavers of the Syns are considered the rare elite of this Ragnari branch. These are battemages through and through, capable of enduring extreme odds and even turning the tide in wars. Spellweavers are especially rare, and are considered masters of their magics, and wise in the ways of working with their Sparks. These Syns sometimes seems alien and otherworldly in nature, as if they are not quite fully mortal any longer.

Archmage: (100 Points): Only a handful Archmages have existed throughout Melrath’s History. Those that have reached this rank are the leaders of the Syns and decide where and how the skills of their subordinates are used by Melrath. It is the duty of the Archmages to protect the rest of the Syns, and ensure that their magic is never used for anything other than the defense and good of the nation. More than once Archmages have turned down the government of the nation when asked to use their abilities in ways that they did not approve of.

Beyond their political power, Archmages are considered to understand the very essence of magic and Sparks. They power is nigh unrivaled and more often than not these mages have Revealed. It is rare for an Achmage to remain unrevealed for long after ascending to their position. However it is not unheard of.


Credits

Varlum and Oracle