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OmniChaos

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~*~

[About]

Nightfall is a massive project between myself and Ordeith, which, starting as a simple roleplay, has erupted into a rich world full of history and stories. Due to the amount of information we have built for this world, we could not possibly explain the background and detail of the world in individual stories, and thus are using this lexicon as a collection of lore and details for both the readers or roleplayers (for roleplaying-related Nightfall stories) to use to better understand the world and the things in it. Further, it can serve as a lore and detail reference.

~*~

- The Stories of Nightfall -

The Interloper
Set during the Golden era of the First Age, The Interloper follows Amitina Indomita and a brave group of followers as they try to stop the Great Cataclysm, and its instigator, the mysterious being known simply as 'the Interloper.' With the gods unable to help, only they can save the world before ir is completely torn apart.

The Gallant (story)
The story of Edward Gryffin, the Gallant. Set during the late conflict of the Gods' War, it follows him through his trials at the conflict at the border. From the joys of victory to the despair of loss, this is the life of the last hero of the Gods' War.

The Warlock (roleplay)
Tragedy strikes the kingdom of Morcado, still recovering from the desolation of the Gods' War, as the vile warlock, Azazel, unleashes his power upon the kingdom with the intent of making it his own. An unlikely band must join together to defeat the Warlock before his evil takes over all of Nirmana.

Book One: The Lich
The first book of Nightfall's main story, the Lich sees the return of the dark god, Verdamal, to Nirmana, taking refuge in a young boy henceforth known as the Avatar. Spurred into action by the kidnapping of those he hold dear, the Avatar and his companions must make a treacherous journey across Nirmana in the hopes of defeating the source of the conflict, the Lich.


- History of Nirmana -
Spoiler Spoiler Show

- Nations of Nirmana -
Spoiler Spoiler Show
 
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OmniChaos

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History of Morcado

Birth of a kingdom

The kingdom of Morcado found its start as a small way station set up by Venelatrian trade caravans in the 142nd year of the First Age, acting as an intermediate between the long journey from the capital into Dongothvarn and Hykilgoth. Though largely used solely for that purpose, news of its existence began to spread and merchants from all over began moving to the way station to sell their goods to the passing caravans in hopes of great fortune. While unintentional, those who set up shop in the city also began trading with one another, allowing for trades previous thought impossible or undesirable. Now, goblins could acquire the seraph's intoxicating ale in exchange for valuable minerals that the seraph could use to construct great cities. By the 180th year of the First Age, the way station had grown into a self-sustaining city.

In the 238th year of the First Age, the city underwent an economic boom, when a young Venelatrian merchant, named Jarod Morcado, traveled into the deep depths of the Greenwald, into the Sylvan homeland, to seek trade opportunities. Though the trolls declined the man's offer with much disdain, he found the elvish folk far more open to the idea. Though the elves were a primitive race compared to the humans and vampires, who had already constructed massive cities, their attunement toward nature allowed them to grow rich spices that were unparalleled by anything known to man. Jarod, seeing a great opportunity in the untapped resource, constructed a trade agreement with the elvish priests, which outlined the following:

  • Firstly, the elves agreed not to trade with anyone other than Jarod and the trolls. The troll's unwillingness to trade outside the forest assured Jarod that no spices would be gained through them, and the merchant did not wish to anger the trolls or upset the balance of his trade with the elves.
  • The elves did not have adequate means to traverse the Great Grass to the trade way station or Venelatria, all while protecting their precious trade goods from the beasts and bandits that littered the trade paths of the grasslands, so Jarod agreed to lead a caravan from the way station to the edge of the Greenwald. There, he would meet with the elven spice merchants and complete the trade.
  • In exchange for Jarod and his caravan making the journey across the Great Grass, the spice traders would trade their goods under value, but would still receive valuable goods and information (one of which was the technology of the waterwheel) in exchange. Jarod, who despised people taking advantage of others, shared this information and the subject of 'fair trade' with the elves to ensure that the spice merchants would not be cheated out of a trade.
  • Once the trade was made, Jarod would return to the city, where he traded with Venelatria's base caravan, upselling the rare and valuable spices, which soon became highly-sought after in the capital. There, he would acquire any good or plan requested by the spice merchants (often at the request of the Elven Conclave) for the subsequent trade. All profit afterward was his to do as he will.

Jarod's savy merchanting assured his place as the middleman in the spice trade, as the elves refused to trade directly to any Venelatrian or Dongothian caravans, honoring the agreement made between Jarod and the spice merchants. This also ensured that the elves were given a fair trade and not tricked by less reputable merchants. Because of this, the city erupted into an economic power, and, by the 261st year of the First Age, was powerful enough to declare its secession from Venelatria. It then became known as Morcado, named after the savy merchant and first king to rule the country.

The following year, the then-expanding empire of Venelatria, who did not want to allow the newly-proclaimed kingdom--which had been bringing in a great deal of revenue that Venelatria had been using to fuel its aggressive expansion--to separate from the empire, sent its Central Army to reclaim the city. King Morcado, however, was prepared. Though the elves did not have the means to support Morcado in its time of need, the vampires of Dongothvarn, with whom King Morcado had made a trade agreement with--selling the much-covenanted elvish spices at a greatly reduced price, just over what they were bought for, in exchange for military support--did, and sent their army into Morcado as Venelatria's Central Army arrived.

Accepting they were completely outmatched by the physically-superior vampires without having to even lift a blade, the Central Army withdrew, and Venelatria, reluctantly, officially recognized Morcado's sovereignty.


Growth and expansion

Despite being bitter about losing it, Venelatria eventually reached good terms with Morcado, and, in the 458th year of the First Age, the two forged a powerful alliance, reconciling the past and marking the start of a prosperous era. In return for a reduced trade price for the elven spices, Venelatria agreed to defend Morcado with its Central Army.

Over the next century, Morcado grew and expanded, eventually claiming all the Great Grass west of Venelatria's border region of Beinsk. It became a center of trade for all the nations of the world, constructing a Grand Plaza of Exchange in the capital of Jaroton, a place where merchants from all over gathered to exchange order notes for their goods (some of which could easily pass hands of a hundred merchants before being exchanged for the actual goods entailed therein). Those who were fortunate enough to set up shop in the city saw great wealth with very little work, and it became the golden land for all merchants across Nirmana.

In the 534th year of the First Age, at the end of the Leijonni Pride War, Morcado offered safe haven to the defeated umbra clan, Varjoia. The Varjoia clan, which had been nearly wiped out and chased down by the victorious Kirkasu, the sun clan, was given refuge and a new home within Morcado's borders, and was assuredly safe from the sun clan, who would not dare invoke the fury of the combined forces of the Central Army and the vampires that Morcado could call upon. Within its borders, the Varjoia clan was allowed to regrow, with no restrictions or guidelines with how they had to live (as long as it did not hinder or endanger Morcado's foundation or citizens), and were even allowed to integrate fully and indiscriminately into Morcadian society--to the point where the Leijonni could even obtain the rank of Morcadian nobility.

During the conflict between Venelatria and Dongothvarn in the 574th year of the First Age, Morcado, having an alliance with both nations, remained neutral, only offering aid to the wounded during Venelatria's withdraw from Dongothvarn. Though both sides requested Morcado's help in the conflict, it remained steadfast to its neutrality and did not participate in the bloodshed. As such, the vampires were allowed to pass through quietly during the Venelatria Massacre.

The kingdom continued to grow in leaps and bounds throughout the First Age, acquiring great wealth from the savy merchants who wisely traded the advancing technology for great profit, proudly following in the footsteps of the kingdom's founder.


The Gods' War

At the dawn of the Gods' War, the High Emperor of Venelatria sent word to the queen of Morcado, requesting aid in their fight against Dongothvarn. Morcado, however, having had long-standing relationship with both empires, and was reluctant to get involved in the conflict either way, remained to its neutrality. However, that changed after many Laetrian followers began demanding Morcado sever ties with Dongothvarn and join Venelatria in the war. The queen, though a devoted Laetrian herself, tried to keep its political neutrality, but when demands gave way to riots and talks of revolution, the queen reluctantly gave into the demands and turned against its long-time ally.

The western border region of Morcado, which it shared with the dark god's lands, took the brunt of the damage from the war, with most of the early fighting between Venelatria and Dongothvarn occurring there. Despite claiming to be the righteous side of the war, Venelatria abused Morcado's alliance, taking what they needed from the citizens to supply their forces, regardless of the toll it would place on the people, and demanding the service of all able-bodied men. The emperor claimed it Morcado's duty in supplying the army, for it was the goddess's will.


Betrayal

In the 302nd year of the Second Age, Morcado, in a combination of rallying support of Erdri—led by the king himself, who devout follower of the earth god—in the war, movements to restore Morcado's severed alliance with Dongothvarn, and growing distaste with how Venelatria was treating its citizens, betrayed the empire, providing the vampire army a path through Morcado and behind Venelatria's borders, forcing the Central Army to withdraw to fend of the invading vampire force.

Morcado's betrayal advanced the vampire's foothold well into the Great Grass and right next to Venelatria's border. This allowed Verdamal's forces more opportunities to invade the empire, and, with Morcado's support, kept his units well-armed and well-supplied. However, this meant that Morcado's eastern border now felt the brunt of the war's damage. To keep the swaying momentum in Verdamal's favor, Morcado's army joined with Dongothvarn's, bolstering the ranks significantly.


After the war

When Erdei allied with Laetria following Verdamal's banishment, Morcado's alliance was restored with Venelatria, but their betrayal was never forgotten, and the empire never trusted it as it once had.

Morcado, which had taken the largest brunt of the war along both its borders, as well as suffering heavy loss from the supplies given to Verdamal's forces and the damages from the war, was left to pick up the war-scarred pieces of their nation. Though Jaroton still largely stood, the Grand Plaza of Exchange was destroyed, as well as many of the outer cities that stood near the borders.

Morcado suffered long through its slow, tedious recovery. Plague and famine swept through the nation regularly, and most citizens could not even afford the most basic of living needs, many of which died on the streets. Riots and revolutions were regular, though were always quieted by the Morcadian army. But despite its hardships, the kingdom of Morcado was most certainly recovering, and appeared as if it were getting through the worse. Then Azazel, the Blighted, appeared.
 

KingdomKey

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To think this is from a roleplay between you and Ordeith. Extremely impressive. Felt like I was reading a history book to some degree. Only there are vampires, trolls, elves and humans in it. I'm amazed how much a simple exchange in valuables can spark war, and cause uproars, riots and revolutions among the empires. In one way, I think the kingdom of Morcado should of stayed neutral to cut back on collateral damage among it's own people, and barricade itself from it's allied neighbors; despite knowing it would of been a huge loss in trading and prosperity.

With that said, I hope you don't mind me leaving my thoughts on it overall.
 

OmniChaos

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To think this is from a roleplay between you and Ordeith. Extremely impressive. Felt like I was reading a history book to some degree. Only there are vampires, trolls, elves and humans in it. I'm amazed how much a simple exchange in valuables can spark war, and cause uproars, riots and revolutions among the empires. In one way, I think the kingdom of Morcado should of stayed neutral to cut back on collateral damage among it's own people, and barricade itself from it's allied neighbors; despite knowing it would of been a huge loss in trading and prosperity.

With that said, I hope you don't mind me leaving my thoughts on it overall.

Thank you, I appreciate your thoughts.

As for the Gods' War (which will be the next tidbit of information I post, though it'll only be a summary), it would have been impossible for Morcado to remained neutral in it. Very few places were free from the Gods' War, namely villages and cities built by those who traveled north into harsh landscapes simply to escape it, and Morcado, being right in the center of the two major parties of the war, would have been unable to stay neutral for very long, even if they wanted to.
 

OmniChaos

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The Gods' War

Years:
2 Octilar, Year 1 of the Second Age - 17 Martze, Year 640 of the Second Age​

Primary Parties:
The Goddess's Forces
- Laetria, the Radiant Dawn: The goddess of light led the combined forces against the dark god and was joined by the humans and Leijonni warriors of the great Venelatria Empire.
- Shifah, the First Breath: The god of wind fought proudly alongside the goddess, leading the Seraphs of the kingdom of Jinan into battle.
- Pelgaus, the Hand of the Tides: The god of the sea reluctantly fought beside his allies, and his navy, consisting of his human followers and the Naiads, dominated the seas.​

The Dark God's Army
- Verdamal, the Neverending Night: The god of darkness led his forces against Laetria's assault, along with the vampires of Dongothvarn and the humans and Unseelie fae of Hykilgoth, as well as the Varjoia clan of the Leijonni.
- Avgrand, the Spark of Creation: The god of fire joined the war alongside Verdamal, leading a large assortment of races into battle, including the djinn, humans, goblins, teii, ogres, and, eventually, the drakes.
- Erdei, the Living Heart: The god of earth fought against the goddess in the name of restoring peace to Nirmana and led the elves and troll into battle.​

Conflict Location:
All of Nirmana; most conflict occurring along Morcado's western and later eastern borders.​

Prominent Conflicts:
(More to be added)
  • The Battle of Nasim (Year 227)
  • The Fire Clan Massacre (Year 251)
  • The Battle of Damir (Year 389)
  • The Siege of Venelatria (Year 389 - Year 423)
  • The Fall of Venelatria, a.k.a. the Crimson Night (Year 637)
  • War's Summit (Year 640)

Death toll:
Estimated around 7,000,000,000+​

Outcome:
- War ended by the elder god, Ba'al.
- "Victory" for the Goddess's Forces.
- Verdamal cast from Nirmana.
- Avgrand, due to his defiance, was forbidden from creating anything again.
- Widespread destruction and death, including the disappearance of the vampire and Unseelie fae races and the functional extinction of the djinn race.
- A great deal of history and technology from the First and Second Ages were lost.​

Short Summary:
The Gods' War brought a sudden and grinding halt to the First Age, throwing the two largest military powers in the world against one another: Dongothvarn and Venelatria. Sparked by Laetria's declaration of war against Verdamal, this massive spark set ablaze quick, and fanned the flames of war across all of Nirmana. Soon, all six gods had chosen their sides and the greatest of wars truly began.

Despite the war's grandeur and size, very little was truly accomplished throughout the war apart from piling up bodies. Many conflicts, namely the conflicts occurring along the Morcadian borders, accomplished near nothing and normally gave little ground, and often resulted in both armies pulling out. Of course, these conflicts were only for defensive measures, to keep the opposing forces from advancing into their territory. Because of this, there were periods of time, sometimes even a number of years, where both armies along the border would not engage one another in combat.

However, many conflicts and events caused the tide of war to change in both sides' favor. Such as the Fire Clan Massacre of Year 227 of the Second Age, in which the Jinan army launched a devastating strike against the then defenseless djinn city, slaying all the inhabitants of the city; women, children, and elder all. This act resulted in the functional extinction of the djinn race that, while long-lived, were now without women or young. Due to this, Avgrand would later create the drakes, who, while not as magically-inclined as the djinn, had much ingenuity and crafted great and powerful weapons. Another being the emergence of the Unseelie fae, Jan Ka'tet, who would become the main tactician of the Dark God's Army and a major asset for his powerful abilities and moral boosting.

Throughout the last third of the Gods' War, Venelatria's forces rallied behind the Alabaster Saints, seven individuals who were blessed by the goddess and given incredible powers to destroy darkness. Many a victory by the Dark God's Army were either cut short or even ruined by the appearance of the Alabaster Saints, who were very much an army unto themselves, but also sparked a great vigor into the hearts of the men who fought alongside them. Even the Crimson Night, the Dark God's Army's finest moment in which Venelatria's capital, Ansehen, was invaded and much of the ruling class, including the High Emperor, were killed, was a short-lived victory. In what should have ended the war, the Alabaster Saints rallied the Central Army behind them and forced the Dark God's Army out of the capital and unleashed a vigorous counter-strike.

Though effort was made to counteract the Saints in the creation of the Obsidian Champions, it was soon discarded, leaving the Champions at only three, as the gods then took to the field themselves at the war's climax. Destruction rained across the world and countless lives were lost to the gods' own hands. As Laetria and Verdamal begun the final battle to decide the war, the great Ba'al, Elder God and creator of both the world and the gods, awoke from his great slumber deep within the world and brought an end to the war. Verdamal was blamed for the war, and was banished from Nirmana into a rift in space. Furious and threatening to do the same to the rest, Ba'al left warning that, should all the gods again go to war against one another, he would destroy the world and them along with it, and start anew. This warning held heavy in the gods' minds as Ba'al returned to sleep and the Second Age ended. With Verdamal gone, Laetria took her place as head of the now five gods, demanding the loyalty of the other four. All but Avgrand swore their loyalty, and for his defiance, he was forbidden from creating another thing, less he and all he had created be rained down upon by ruin.​
 

KingdomKey

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Aside the battle, was starvation a key to the death toll of those, who were unable to fight?

What I'd also like to know, is why did the god's fight each other? What were they hoping to gain at the end of this long war?

I'm impressed there are so many races fighting against each other. In fact, I'm surprise the war was put to an end, but why didn't Ba'al decide which god/goddess was in charge of the group? What became of Avgrand, if he wasn't able to create another being/thing? Does he seek revenge against Laetria? Gosh, I have a number of questions, but I think its astonishing to see how big of a death toll there is, and to think, there were that many people on this world alone.
 

OmniChaos

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Aside the battle, was starvation a key to the death toll of those, who were unable to fight?

Starvation and plague weren't uncommon among the settlements outside the large cities. There were also post-war deaths that were indirectly caused by the war, such as war machines reactivating and pollution and poisoning caused by faulty equipment.

What I'd also like to know, is why did the god's fight each other? What were they hoping to gain at the end of this long war?

The gods Shifah and Avgrand joined due to their alliance with Laetria and Verdamal respectively. Meanwhile, Erdei joined in hopes of tipping the scales of balance and ending the war, while Pelgaus was pestered into joining. As for why Laetria attacked Verdamal, that is a whole other answer.

I'm impressed there are so many races fighting against each other. In fact, I'm surprise the war was put to an end, but why didn't Ba'al decide which god/goddess was in charge of the group?

Laetria had Ba'al convinced that she was this wholesome, honest, pure, goddess, and believed her telling the truth when Verdamal was given blame. Also because the Elder God awoke in a violent fury, blinded by anger, that he did not stop and contemplate whether Verdamal was guily, and just went with the first person given blame.

What became of Avgrand, if he wasn't able to create another being/thing? Does he seek revenge against Laetria?

He sits at his forge within a volcano, forging beautiful weapons that he destroys right after making them. It's the closest thing he can do that is similar to the great works of his past. Meanwhile, he passes on his knowledge of smithing to his followers, namely two djinn apprentices who reside with him within his forge.

Gosh, I have a number of questions, but I think its astonishing to see how big of a death toll there is, and to think, there were that many people on this world alone.

The size and toll of the war eventually grew to the point that women, essentially, had to preform mass-pregnancies, several by the same male, just in order to keep the world populated. The final conflict in which the gods took to the field themselves had the highest death toll alone, wiping out about 97% of all life on the planet.
 

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The Venelatrian Central Army

The Venelatrian Central Army is the largest, most powerful army in all of Nirmana. Indeed, even the powerful vampires of Dongothvarn, who each easily have the strength of a dozen men, are no match for the Central Army in a head to head conflict. This is in part due to their overwhelming numbers, but also due to the Central Army being outfitted especially to combat vampires, including technologically and magickally-enhanced armor, dark-bane weapon and spells, and priests especially trained in rebuking darkness. This is because the Dongothian Army was the only army to dare confront the Central Army until the Gods' War, and in which none other has since tried. Much of the Central Army's power comes from the fear its presence alone produces, but the army can back up that fear with a massive army and some of the best warriors and mages in all of Nirmana.


History


Light Brigade

The Venelatrian Central Army actually finds its roots back before there even was a Venelatria. In the Year 60 of the First Age, as the small settlement that would one day be Ansehen, the capital of Venelatria, was completed, a small group of farmers got together and formed the Light Brigade, a group that was dedicated to the safety and defense of the settlement against the recent bandit raids. After the next raid failed, the bandits being overwhelmingly defeated by the Light Brigade, the small group became the settlement's official defensive force. As the settlement grew, and the brigade's popularity along with it, more and more eagerly joined, transforming what was once a small militia of a dozen men into a small force in a matter of years.

When the settlement began its plan on expanding and building a new settlement closer to the sea, a third of Light Brigade was sent with the settlement caravan. After a few years, in the Year 79 of the First Age, the second settlement was successfully built, and the trade route between them secured with a few posts along the way. Such was the birth of Venelatria, and thus the renaming of the Light Brigade to the Venelatrian Army.


Rise of an Imperial Army

As time passed, the army grew larger and larger, until it could rightfully be called an army. As the population grew larger and larger, several more caravans were sent out, each with a faction of the Venelatrian Army and the goal to expand Venelatria further and further. However, this led to problems, as the army began to stretch too thin, leading to an increase in bandit attacks. To counter this, the High Emperor of Venelatria eventually declared that every male over the age of seventeen was required to service four years to the army before their fortieth birthday. Surprisingly, it worked, as many, wishing to get the service over with as soon as they could, joined the Venelatrian Army and fattened its ranks.

Without any massive conflicts, Venelatria was allowed to grow large, and its military with it. By Year 574 of the First Age, the army had grown so large that it was divided into four segments: the Northern Army, the Southern Army, the Western Army, and the Central Army. Each army was headed by the strongest of the segment, known as Marshals, who held equal power with one another. However, this led to problems, as when egos clashed, the armies stalled, as was much a problem during the War of Roses.


The War of Roses

Though the initial strike, in which the Venelatrian Army suddenly attacked the Dongothian capital, Ascangoth-Atal, and slew their empress, Esther, could be labeled a magnificent success, as the war raged, the internal squabbling amongst the Marshals became evident, and the Venelatrian Army began to suffer heavy losses. The Northern Marshal suggested they re-positioned their attack to the opposite side of the city, while the Western Marshal suggested they re-position their assault from the mountain at the back of the city. The Southern Marhsal suggested they retain their current position, while the Central Marshal suggested their forces withdraw, seeing this as a war which could not be won. While the Marshals squabbled amongst themselves, the Venelatrain Army was slowly being wiped out by the Dongothian Army.

Finally, in a last-ditch effort to save the army, the Central Marshal drew his blade and felled the other three Marshals at the same time. Now as the only leader, the Central Marshal called for a full retreat, leading the army all the way back to the capital. When he returned, the Marshal declared to the High Emperor "I return with the Venelatrian Central Army", claiming all four segments of the army as the Central Army. What would follow would be known as the Venelatrian Massacre, with the vampires following the Venelatrian Army back to the capital and laying waste to the city and its inhabitants. A ceasefire was quickly issued by the gods, and a treaty of peace between Venelatria and Dongothvarn signed. This would last nearly a thousand years.

Following the incident at Dongothvarn, the High Emperor praised the Marshal for his logical thinking, for had the army been wiped out in Dongothvarn, Ansehen would have been completely defenseless in the resulting counterattack. For that, the High Empreror granted him the title of Supreme General, and renamed the army as the Venelatrian Central Army. Further, following their failure to stand on equal grounds with the physically-superior vampires, the High Emperor gathered the brightest mechanics, tinkerers, and smiths in the empire and brought them together to find a way to counteract them. The Technology Branch, or sometimes referred to as simply Branch 7, soon devised a way to integrate small, but powerful, machines into the armor's underside, allowing the soldiers withstand and exert force nearly on par with the vampires.


The Gods' War

The Gods' War would see the Central Army rise by two, sometimes even three, times its normal size, a mandatory draft issued for every man over the age of seventeen. The Central Army mainly consolidated its forces at the main conflict along the Morcadian border, but also sent out rogue units to either bolster allied forces or to preform special missions. The latter, known as Quiet Units, were often sent out in black operations, which could range from enemy supply unit raids to tricking an enemy army into attacking one of its allied armies in order to keep the enemy army distracted. This proved beneficial to the Central Army, as it prevented any large-scale reinforcements to the enemy's forces at the border. The Quiet Units, of course, did not exist, as far as the public knew, and were a top-secret unit in Branch 14.

During the middle of the war, the goddess Laetria bestowed her powers onto seven pious men, who forever became known as the Alabaster Saints. The seven men, each more than able to slaughter an entire battalion (approximately 1,000 soldiers), were given a special rank above even the Supreme General, and were effectively the highest-ranking military officers in the entire history of the Central Army. This rank was nullified upon the war's end and the Saint's reforming into the Dulian Council.


Following the War

The Central Army was all but wiped out, along with the majority population of Nirmana, at the close of the Gods' War. But with time, much like the empire itself, the Central Army was allowed to heal and regrow, retaining its title as the world's greatest military force. Though much of the technology it previously had, including the technologically-enhanced armor that would not again appear until Year 400 of the Forth Age, was lost, it kept its domination through numbers, and with the vampires now gone, there was nothing that could stand against the might of the Venelatrian Central Army.


Central Army Layout

The Central Army is laid out in branches, which range from combat-focused branches to political diplomats. Though each branch has its own way of operating and its own goals, each branch works in unison to run the collective machine known as the Venelatrian Central Army. Though there are many cogs in the machine, each with their own function and use, but the army is primarily directed by the top chain of command, which commands each of the branches, is broken down as followed:

Supreme General
Highest military officer
|
Field Marshal (x4)
Northern, Southern, Western, Central
|
General (x60)
Fifteen Generals per Marshal
|
Lieutenant General (x120)
Venelatrian Head Scientist is given equal rank
|
Brigadier (x200)
|
Colonel (x440)


Total Active Military: 3,127,234
Reserve Military: 2,500,000
- As of Year 415 of the Fourth Age


Spoiler Spoiler Show
 
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KingdomKey

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I'm impressed with how the Central Army Marshal handled the situation. I suppose, if you can't agree with the other Marshals then you have no choice but to act fast and cut them all down. I wonder how often that happens in war? Its actually kind of amazing the Central Army Marshal could command the Western, Northern and Southern army to retreat; instead of being opposed by them after slaying his own fellow marshals. In the end, the Venelatrian Central Army is the strongest military unit/power to exist. Is it possible for them to win against even the gods themselves? Or nothing ever to come close to conquering them either?
 

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I'm impressed with how the Central Army Marshal handled the situation. I suppose, if you can't agree with the other Marshals then you have no choice but to act fast and cut them all down. I wonder how often that happens in war? Its actually kind of amazing the Central Army Marshal could command the Western, Northern and Southern army to retreat; instead of being opposed by them after slaying his own fellow marshals.

Well, when they're being cut down left and right by physically-stronger vampires in an obviously losing battle, with four leaders who can't come to a decision on what to do, I simply imagine the soldiers being grateful for the retreat. That, and it was never said that the troops knew that he killed the other marshals. A simple lie would cover that up.

In the end, the Venelatrian Central Army is the strongest military unit/power to exist. Is it possible for them to win against even the gods themselves? Or nothing ever to come close to conquering them either?

Oh, certainly not. The majority of the army would simply be fodder, except for probably the top six ranks. The marshals and Supreme General might be able to last for a little while and deal a few notable blows against one, but they certainly couldn't defeat one of the gods.
 
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