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Knighthoods of Atinaw
Posted: Sun Jul 14, 2019 6:23 pm
by Nyx
Introduction
Within Atinaw there are 3 different proper knighthoods. These knighthoods have been founded at varrying points throughout the history of the kingdom, but the one thing that remains the same about all 3 is their unwavering loyalty. To the current King or Queen, they are completely loyal without question unless the current ruler is deemed unfit by the Druids or completes some manner of disgrace action that renders them unfit in the eyes of the leader of all 3 knighthoods. Until proven unfit to rule, however, the 3 different orders following the directions of the current King or Queen without question. He is she is the chief of command and the only person who stands above those ruling each order.
Together the 3 knighthoods make up an astounding 0.8% of Atinaw's total population, which is part of what has garnered Atinaw a reputation as such a powerful nation. This is only counting the knighthoods, however, not the personal Vikinger groups each Finla possesses (the cumulative of which reach 0.4%).
Knights and Kinships
Knights, much like the King or Queen, are technically expected to be Kinless as to best serve the country. This rule is nowhere near as strictly enforced as with the King or Queen. Knights often continue to act as though they are apart of their former Kinship, in addition, their position as knights will reflect very positively on their former Kinship. If a knight, accidentally or on purpose, produces a child than more often than not the child will go to the most well off the two families unless there's some kind of prior agreement. In the case of a knight having a high-class former Kinship, the child will go to their former Kinship. In the event of the knight not having a Kinship prior to joining the Orders, then the child will go to the other parent. If that isn't an option the child will either become Bloodless or the knight will be given the option to 'mention' a Kinship that they had to 'leave' and the Orders will support the child with part of the knight's income until it's old enough to keep the Kinship going on its own.
Re:Knighthoods of Atinaw
Posted: Sun Jul 14, 2019 6:24 pm
by Nyx
Order of Seafall
The Order of Seafall is the oldest knighthood because it's origins can be traced back to when Vilathalk first became King. One of his very first moves as King was to create some kind of standing military in order to protect the lands of Atinaw. While originally this fighting force wasn't dedicated solely to maritime combat, the amount of water on Atinaw's borders made it what it is today. The original organization of the Order of Seafall was a lot rougher than what it's become in modern time, but with the growth of the Kingdom came the growth of the Order itself.
Considering Atinaw's legacy for combat and how they're assumably masters of the sea, the Order of Seafall might seem strangely small. They aren't too much larger than the Order of the Brave, and the Order is much smaller than the Order of the Dragon. This is due to the fact that the Finla have their own Vikinger forces that render an exceptionally large maritime order useless. When not in combat the vessels will be used as fishing vessels in order to bring in extra food and supplies. They don't quite 'pillage' the same way the Vikingers do when in their offseason, but they may engage in border disputes if they're left to their own devices for too long.
Ranks
Arc Marinthal
The Arc Marinthal is the person holding the rank of commander over all of the Order of Seafall. The Arc Marinthal answers only to one person, the current King or Queen. They enjoy a level of social prestige and power that's rather similar in nature to the Finla, and are under no means obligated to follow the orders of a Finla. However, with this power comes the obligation to follow any order given by the King or Queen if the current ruler hasn't done anything to disgrace themselves or has been called out for disgraceful actions by the Druids.
The Arc Marinthal is expected to be a powerful sailor whose might has been tested time and time again. Often those who become the Arc Mainthal will have spent a good majority of their life on the seas. In addition, they're in charge of the entire order so they must be a good leader.
Vie Wingus
There are always between 4 and 10 Vie Wingus depending on the current side of the Order of Seafall. The Vie Wingus are second to the Arc Marinthal, as trusted and well respected as the leader of the Order itself. Each Vie Wingus is in charge of a fleet, hence why their numbers tend to fluctuate with the size of the Order. The Vie Wingus is expected to be a good leader considering they have to direct their entire fleet. To become a Vie Wingus someone must not only be respected, but somehow gain the attention of the Arc Marinthal.
There is an unofficial rank of sorts within the Vie Wingus which is often referred to as the High Vie Wingus. This is the Vie Wingus that the Arc Marinthal trusts the most. Often they have the most experience or have accomplished some kind of deed that sets them apart from the rest of the group to the point even the other Vie Wingus respect them as a kind of leader in times of trouble. The High Vie Wingus is almost always the person who replaces the Arc Marinthal upon retirement or death. Their promotion to this position is usually overseen by the King or Queen at the time.
Malithmare
The Malithmare is a curious rank because while it's listed fairly high it's doesn't truly exist anywhere on the pecking order. The rank itself is usually placed under the Vie Wingus in official records though as the Malithmare reports directly to the two ranks above. However, that isn't to say this rank has any degree of power over the ranks below it. It exists in a neutral ground where it cannot command ranks below it, but those ranks cannot command it. The Malithmare enjoys this strange apartness from the rest of the structure as they are the accounts, the organizer, the record keeper for the Arc Marinthal and the Vie Wingus.
Usually, there isn't more than one per fleet, plus one extra Malithmare belonging to the Arc Marinthal. All the Malinthmare share records with one another and together counsel the two ranks above them in how to best proceed when it comes to food, supplies, trading ships between fleets, and all other manners of information. They're also tasked with communicating the status of the Order of Seafall to the other two knighthoods in order to get back up or important information such as approaching enemy fleets or monsters. Since it isn't a traditional rank it isn't earned in the traditional manner. Often times Malithmare are just unfortunate Druids that the Arc Marinthal took an interest in while said Druid was gathering reports to take back to the Grand Library.
Orsiwell
The Orsiwell in the simplest term is the captain of any one individual ship. There are a couple of different ways in which someone can go about becoming an Orsiwell. For those with maritime experience prior to joining the Order, it's possible to negotiate with a Vie Wingus for the status immediately. Others climb up the ranks until they become a Vie Dalswell, at which point the current Orsiwell retires and they take the position. In the case a captain shows no signs of retiring an especially competent Vie Dalswell might be recommended to the Arc Marinthal for any new ships in the process of being build and lacking an Orsiwell.
Orsiwell report directly to their Vie Wingus. They are not obligated to take orders from another fleet's Vie Wingus unless their current Vie Wingus has either given them the order to or has been slain for one reason or another. If the Arc Marinthal gives them orders, they must follow it without question. Most Orsiwell are competent sailors by the time they reach this rank, as well as good leaders.
Vie Dalswell
The Vie Dalswell can be thought of like a combination between quartermaster and first mate. Depending on the size of a vessel there can be between 1 and 3 on a single ship, with one usually being thought of as the leader who'll take over as captain should anything happen to the current Orsiwell. The Vie Dalswell is usually in charge of the daily goings-on of the ship, as well as keeping an eye on supplies and reporting them to the Malithmare. The Vie Dalswell keep things running while the Orsiwell handles charting courses and communicating with other ships in the fleet, as well as the Vie Wingus.
Derow
First rank sailors and combatants.
Lerow
Second rank sailors and combatants.
Valrow
Third rank sailors and combatants. Most everyone joining the Order of Seafall start at this rank unless other factors apply which indicate otherwise (i.e. having more experience with sailing and beneficial skills which would implicate a higher rank is necessary or warranted). Those with little to no sailing experience will always start out at this level.
Re: Knighthoods of Atinaw
Posted: Sun Jul 14, 2019 6:24 pm
by Nyx
Order of the Dragon
The Order of the Dragon was created towards the very end of Vilathalk's lifetime. The Order of the Dragon, named in honor the dragons, is the largest and fiercest of the three knighthoods. While the Order of Seafall was founded with the purpose of defending the currently weak Atinaw, the Order of the Dragon was founded with intention and effort. Because of this in addition to being the largest, its ranking system is also the most complex.
What sets the Order of the Dragon apart from the Order of Seafall and the Order of the Brave is the fact that this order is geared towards aerial combat as opposed to maritime and ground combat. All members of the order have some kind of flying mount. If they don't own one upon joining the order, the mount will be provided. The quality of the mount will increase with strength. For those who already have flying mounts, they're allowed to keep them after going through the proper testing in order to ensure good training of the animal. For those who belong to races that can fly, flying mounts aren't required.
During their offseasons, this order is expected to provide an extra layer of guard and security to the interior of Atinaw. In addition, the members are encouraged to pick up extra trades outside of training as a way to decrease the resource drain of having an inactive army. Those that don't pick up a secondary trade to support themselves are often 'loaned' to other countries as mercenaries and protection until they're needed back in Atinaw. While this order isn't the only one to do something of this nature, it does seem to be the most common among this order.
Ranks
Vaxelse
The Vaxelse is the person holding the rank of commander over all of the Order of the Dragon. The Vaxelse answers only to one person, the current King or Queen. They enjoy a level of social prestige and power that's rather similar in nature to the Finla, and are under no means obligated to follow the orders of a Finla. However, with this power comes the obligation to follow any order given by the King or Queen if the current ruler hasn't done anything to disgrace themselves or has been called out for disgraceful actions by the Druids.
The Vaxelse is expected to be a powerful rider with full control over their mount and a good understanding of combat and leadership. Usually, the Vaxelse takes one of two roles in a battle depending on the importance of a battle. They will either be on the sidelines ensuring the High Amphithesal understand what's going on and keeping things running smoothing or he will take his own personal vanguard flight out to fight. The Vaxelse will always be riding a dragon or a subdragon.
High Amphithesal
There are only ever 3 different High Amphithesal at the time. Each one is in charge of what is called a flight, named in honor of the dragons and the dragon flights. While the control of the various portions of the flight is split up among different commands to keep everything smooth, the High Amphithesal has full control over their flight and they can't order around each other's flights under any circumstance. Upon the death or retirement of the current Vaxelse, the King or Queen will choose one of the three High Amphithesal to become the next leader of the Order. Usually, this is something agreeable to all 3, but should an argument break out then a trial by combat is held and the King or Queen will choose the winner of the fight. Much like with all Atinaw, combat isn't strictly fighting with steel. Depending on what the King or Queen is looking for in the next leader they might choose a fight or wits or even a mock battle between flights.
On the death or retirement of a High Amphithesal, the only person allowed to give orders the that now leaderless flight is the Vaxelse. Another High Amphithesal may not issue even temporary control. In the event, the High Amphithesal dies during battle one of the Wyverius under their command is already pre-chosen by that High Amphithesal to become the next High Amphithesal upon their death. That Wyverius will begin issuing commands, however, they cannot officially be given the rank until the Vaxelse essentially gives their blessing. The Vaxelse has full right to veto the choice of the prior High Amphithesal, however, the chosen Wyverius has the right to challenge the veto and the other Wyverius have the right to challenge the veto on that Wyverius' behalf if they believe them to be the best choice of leader.
Wyverius
In each flight, there are usually between 4 and 6 Wyverius who answer to the High Amphithesal. Among these is usually a Wyverius Umph Amphithesal which is Wyverius chosen to take the title upon the death or retirement of the High Amphithesal. Each Wyverius control what is referred to as a Wing, which are smaller battalions of fighters with very specific specializations. Each Wing has its own specialization. What Wing a specific Wyverius leads is usually noted in their full title. I.e. Wyverius Fem Dynathime.
Unlike with Flights, a Wing can be ordered around by a different Wyverius should something happen to the current Wyverius of that Wing. This temporary control doesn't and shouldn't last long as the High Amphithesal should either be alerted and pick a new Wyverius or the Wyverius temporarily leading the Wing can pick a new Wyverius. In this event, the choice is usually based on the wishes of the Wing combined with which member is the most accomplished.
Wing Dynathime
The Wing of Close Combat
Drakelrus
The Drakelrus are the leaders of a single battalion within a Wing Dynathime. They are charged the Wyverius of the wing in leading a group. The size of this group can barry wildly in the number of people within it, as well as the specific specializations in combat style within that group itself.
Cumelatheus
The Cumelatheus are specialized to high altitude flying. They rely on either forcing or tricking their enemy to heights that their enemy is likely uncomfortable with. Having adjusted to great heights the Cumelatheus rely on a combination of altitude sickness of acrobatic flying in order to land hits on their enemy. They often fight with weaponry like swords and blunt tools, locking mounts with their enemy and trading blows in as close combat as possible.
The mounts themselves of a Cumelatheus are often dangerous in some regard but are more geared towards the strength it takes to get to high altitudes as well as the dexterity to perform the acrobatic measures necessary to these kinds of fighters.
Gialthium
The Gialthium are specialized low flyers. They are likely to work alongside the other Orders helping to pick off enemies on the ground. They take advantage of swooping techniques and speed, however, their mounts are also built for taking hits and dishing them out. The Gialthium are equipped and trained in such a way that landing to deal some damage and then flying away isn't out of the option. Their most terrifying tactic is the kidnapping of enemy ground troops, using their mounts to snatch them up and taking them high into the sky before dropping them back down to earth.
The favored weapons of the Gialthium tend to be things like polearms and spears. Powerful stabbing and slashing weapons with a good bit of reach are the best that the Gialthium could ever ask for.
Relatos
Relatos are the unspecialized starting rank soldiers for Wing Dynathime. Those looking to join this order as a part of Wing Dynathime are most likely to start here. Thanks to their lack of specialization, provided mounts of typically of poorer quality and they're prone to being used as fooder by the two specialized classes.
Wing Apostasi
The Wing of Ranged Combat
Soofila
The Soofila is the battalion leader for Wing Apostasi, plain and simple. Much like the battalion leaders of the other wings, they answer to their Wyverius. Often the Soofila are deployed to offer aid to Wing Dynathime or the other knighthoods as their ranged combat style allows them to avoid most hits while snipping from a distance.
Halloom
The Halloom is the one and only rank in Wing Apostasi since there are fewer specializations that truly need to be separated the same way other ranks find need to. These are both the starting soldiers as well as the veterans who've gotten used to life as a Halloom. Those wishing to join the Order under Wing Apostasi will almost always start here.
Wing Latharmia
The Wing of Stealth Combat
Skaxis
The Skaxis are the battalion leaders for Wing Latharmia, answering to their Wyverius and organizing their troops. While the number of troops in a single battalion can vary much like with the other two battalion leader ranks, due to the nature of this Wing the Skaxis have notably the smallest battalions.
Vasagle
The Vasagle are the hit and run fighters. Most commonly wielding things like polearms, spears, and swords, they work in small groups by ambushing other groups of soldiers and rushing them. They're extremely effective formation breakers, but they're also exceptional against enemies who posses flying mounts themselves. The Vasagle are highly reliant on speed and camouflage. This typically means their mounts are creatures chosen for them because they can reach their top speeds extremely quickly. The Vasagle being masters of camouflage can work extremely well closer or farther from the earth, bursting out of tree cover or suddenly dive-bombing the enemy on a dark night. They are the most common troops in Wing Latharmia.
Foloclore
If the Vasagle work in small groups, then the groups that the Foloclore work in must be minuscule. The Foloclore aren't traditional fighters as much as they act like assassins while not quite being assassins. They sneak upon on other groups picking them off before they realize what's going on. They aren't as bombastic as the hit and run tactics employed by the Vasagle. They're slower. Methodical. Often picking important targets that cripple the command structure of their foes.
Feliture
The Feliture are the starting rank of the Wing Latharmia, the rank that most wishing to join the Order under this Wing will find themselves apart of. More than combatants though, the Feliture act as scouts. They scope out groups of the enemy and carry messages not just between the various Wings but also to other Flights and even to other Orders. Due to the nature of the job, they have the highest death rate of any other rank with the Order of the Dragon, but their position of vital.
Re: Knighthoods of Atinaw
Posted: Mon Jul 22, 2019 6:38 pm
by Nyx
Order of the Brave
On top of being the most recent created Order, the Order of the Brave is the smallest and the least complex. After the Order of Seafall became entirely focused on maritime combat and the Order of the Dragon focused on aerial assault, it left a hole without any dedicated ground combat forces. The Order of the Brave was founded after the Imperium's attempted expansion as a way to protect the interior of Atinaw more than go to war. The main focus of the Order is to fill in the defensive gaps.
When not in combat, this Order typical dedicate themselves to acting as guards in the capital city. Smaller battalions also exist in the major 8 cities as a way to mobile in emergencies, though they're often supplemented by combative forces supplied by the Finla of the area.
Ranks
Chief Sargerist
The Chief Sargerist is the person holding the rank of commander over all of the Order of the Brave. The Chief Sargerist answers only to one person, the current King or Queen. They enjoy a level of social prestige and power that's rather similar in nature to the Finla, and are under no means obligated to follow the orders of a Finla. However, with this power comes the obligation to follow any order given by the King or Queen if the current ruler hasn't done anything to disgrace themselves or has been called out for disgraceful actions by the Druids.
The Chief Sargerist carries a heavy burden being the leader of the Order of the Brave. Often thought of as the least important Order thanks simply to the fact it's the youngest and not quite as flashy as the other two. The Chief Sargerist is someone who should be more than ready, willing, and able to go into battle alongside the rest of the Order when the moment calls for it. Combat skills are of great importance, and ground-based mounts are also encouraged.
Vangalian
There is only one Vangalian active at any given time. They are the second in command to the Chief Sargerist. All the Taloque report to the Vangalian directly. It's their job to keep track of logistics and to aid in tactical planning when the situation calls for it. Ironically enough the Vangalian is often in combat less than the actual Chief Sargerist is.
In the event of the death of the Chief Sargerist, the Vangalian is to become the next on. This is a ceremony that is overseen and approved of by the King or Queen. Should the Vangalian prove unfit or not wish the responsibility, they can decline. In the case of the Vangalian declining all the Taloque are gathered together and the King or Queen picks the one who's most agreeable in traits to what the King or Queen is looking for. In this example, the Vangalian is to be present when the Taloque is picked and are often consulted for recommendations since they will be the servant of this new Chief Sargerist. In the event, the Vangalian dies, retires, or is promoted then the Chief Sargerist will pick a new one out of the current Taloque.
Taloque
The Taloque are leaders of individual combat sects. These sects usually range somewhere between 10 and 20 men at a given time. The number of Taloque will vary wildly with the needs of the Order, the abilities of the Vangalian to keep them all organized, and the current war status.
Ley Fey
The Ley Fey specialized in ranged weaponry, usually bows and crossbows. In Atinaw, guns are rarely used, and any Ley Fey who specializes in guns are typically something special in and of themselves. The Ley Fey are the most likely out of the three specialized ranks to be given a mount of any kind.
Rogule
The Rogule specialize in polearms and spears. They are the second most likely to be given a mount. They tend to work fairly closely with the Velmre, taking up the rear while the Velmre help to advance the lines.
Velmre
When one thinks of the typical sword and shield type of knight, within the Order of the Brave those would be the Velmre. That isn't to say all Velmre are bound to sword and shield. Different types of shields can be used. Axes and bludgeons aren't unheard of either. The exact specifications are usually left up to the Taloque of the combat sect.
Axethal
The Axethal are the general unspecialized footsoldiers and fodder ranks. This is the typical starting rank for anyone looking to join the Order of the Brave.
Re: Knighthoods of Atinaw
Posted: Tue Jul 23, 2019 1:21 am
by Nyx
Rewards of the Faithful
Some who look upon Atinaw's military structure might slowly start to become confused as to what keeps the knighthoods from usurping power. Faith, loyalty, and tradition are all well and good but time and time again through history these ties have been proven to be weaker than one might assume. Part of why the knighthoods hesitate to stage a coup is in small part due to the Vikinger and the 8 Clans. While these groups are organized by the crown they're still powerful warriors in their own right and the 8 Clans hold dear their history as powerful warriors themselves. The King or Queen is what binds together all of these powerful forces. It's well recognized by most of the greater powers that starting a war for any reason would be a war of attrition and in most cases greatly unworth it. Perhaps the importance of the King or Queen is why they are so easy to remove in the event it truly becomes absolutely necessary, bringing in a new figurehead to keep the careful balance that's stood strong for longer than some of the other countries in the region have existed.
This, however, pales in importance when compared to the second reason for this unshakeable loyalty.
Order of Seafall
The Artefact of Seafall is a very large ghost ship, often larger than your average vessel and equipped for war. Anyone who dies within a 100-foot radius of this ship will instantly become part of its crew. In order for a creature to become a part of the crew, it must be both sentient and intelligent. These new crewmates will materialize as ghosts, zombies, and skeletons, all of which appearing like humanoids of an idescript race. The spirits of these crewmen are released upon their second death until then they must be entirely loyal to the captain of the ship regardless of prior allegiances.
While the ship only needs supplies for the captain to live off of (the crew having no needs whatsoever) it does need to still dock for repairs. The crew comes fully equipped with weapons and armor fitting their position on the ship and the cannons never run out of ammo. In addition, the ship can always sail, even when there are no or little winds to sail on. In these cases, the ship will move at the same speed as though there was a moderate wind. In exchange for going at an extremely slow speed, it's possible to sail against the winds. If the ship is to sail with the winds then it will travel at a speed much faster than the average for a ship of a similar size and weight.
If the ship is to ever be sunk or destroyed then it can be re-summoned by the King or Queen at any point after 30 days. For the summoning of this ship please refer to the inheritance of the artefact.
Over time the captain slowly bonds with the ship. After enough time has passed should the captain die the captain will become a member of the crew. Not an average member fo the crew though. The captain who has passed away will take on the position of First Mate. While every other member of the crew must follow the orders of the next captain the First Mate gets a certain degree of free will not only over themself, but also a degree of command over the rest of the crew. They are obligated to use this in the best interest of the current captain. After serving this captain for long enough it is said that the First Mate is able to directly join the Old Ones is their personal afterlife as a reward. In addition, Cursed Mates are at the complete beck and call of any First Mates. There can be more than one at a time, though this is rare.
Inheriting the Artefact
Upon the death of the last Arc Marinthal, the proper procedures are followed in order to settle on a new one. After a new Arc Marinthal is officially named a ceremony is held in order to summon the ship back to harbor. Usually, the ship will sink with its last captain. For this ceremony, both the King/Queen and the Zusulise must be present.
This is usually performed near or at the dock where the Arc Marinthal first set sail as a part of the Order. This is usually done at night as to allow for privacy and guards are stationed in order to ward off the curious. When the ceremony begins the Zusulise repeats various rites of the Old Ones binding the new Arc Marinthal to the King or Queen in absolute loyalty until the King or Queen proves unfit. After the rites have been spoken the Arc Marinthal drinks a small portion of the King or Queen's blood to fully bind them to the current ruler. At this point, the King or Queen recites their own ceremonial rites and the new ship will sail up from out of the gloom. At this point, the ship fully belongs to the Arc Marinthal and they may do with it as they please as long as they remain loyal to the current ruler.
The new Arc Marinthal is encouraged to give the ship a name of their own invention to truly make it theirs. The ship comes with whatever crew was left after the last Arc Marinthal died.
The Cost of Disloyalty
Power alone is not enough to keep a man loyal, as such there must be punishment. When the Arc Marinthal is bound to the current ruler they make a promise to always follow the orders of that ruler and remain loyal unless the ruler proves a poor ruler. The ship is an incentive to be loyal, but there is also a punishment attached to its possession for those who can't keep themselves or their soldiers loyal to the ruler.
Those who find themselves acting in disloyal ways will first realize that their entire crew has disappeared. Not a single member of the ghost crew remains. Worse yet, the ship will not move. Regardless of what the captain does, not even the waves seem to be able to move it from its position, as though an anchor has been cast and buried within the deepest parts of the sea. The final part of this curse is the effect it has on the captain. Slowly over time, the captain will become sickly and pale until they've righted whatever wrong they've committed. There are ways to make up for their actions, but for those who are unable to or make no attempt, one of two fates will take them. They may simply starve due to being stuck at sea. These are the kind deaths. For those who live till the finality of the curse the death that takes them is slow and painful as they begin to look like the undead themselves. Either way, regardless of how they die they will wake up on the ship when it's summoned by the Arc Marinthal who replaces them. These men and women have become what is known as Cursed Mates and must work off the debt of their disloyalty by serving future Arc Matinthal.
Order of the Dragon
Those who find themselves as the leader of the Order of the Dragon will find themselves with a curious creature. A mount. This mount is a breed of subdragon (any dragon that isn't apart of one of the original dragon flights and as such directly belongs to the Dragon Gods), usually quite powerful and strong. Far surpassing most other mounts. The appearance and skills of this dragon are usually molded around the rider. Some might be stronger while others are faster, but generally, they all far surpass any other mount in the Order and they're a terror for anyone trying to face it to behold.
When riding this creature the subdragon can activate an ability which allows the rider to go without oxygen and to withstand any temperature for a certain amount of time. The time they rider and subdragon have accessible to them tends to vary with the trust and experience of the pair. As the subdragon tends to not only be good at flying but possessing gills equipped for underwater travel, this allows the rider to achieve both altitudes and depths most would think impossible. The greatest limiter on the rider is the pressure. Of course, going to high or too deep will result in death regardless of one's ability to not require breathing or withstand freezing. This ability starts fairly weak, allowing the rider to utilize it for 10 minutes with a 3-hour break in-between, but through training and experience, this can be extended.
Should the mount die, a new one can be hatched almost immediately, but it requires a 30-day wait to mature. The mount may also not have the same appearance and personality.
Riders are encouraged to give the subdragon whatever name they see fit. It is entirely bonded to them and will answer any request heedlessly, regardless of how its master treats it. That being said, a poorly treated creature will not be nearly as powerful as the one that's well cared for that trusts its master. Given the nature of the relationship though, it's entirely within the power of the owner to treat the poor thing badly. It should be understood though that this subdragon is as intelligent as a dragon might be.
Inheriting the Artefact
Inside the depths of the castle, there is a room where the eggs of these subdragons appear. After one is hatched, a new one will appear that cannot be hatched until the death of the current subdragon. Upon the death of the last Vaxelse, its subdragon will disappear. It is uncertain if this creature dies or is freed from servitude for outliving its master, but it is certain that after this point a new one can be hatched. A new Vaxelse is named and the ceremony is held with both King and Zusulise in attendance.
This ceremony is held in the room where the egg is found. While the Zusulise repeats various rites the ruler sears a small bit of their blood first on the egg and then on the forehead of the new Vaxelse. After the Zusulise finishes their rites the ruler begins their own. After all the rites have been spoken the egg will hatch and instantly bond to the Vaxelse. Both mount and rider are then to ingest a piece of the ruler's hair and as such a ceremony comes to an end with the two being completely bound and the subdragon subject to the will of the rider. The first subdragon a Vaxelse ever hatches (and hopefully the only one) will grow up completely in a matter of days, though it might be uncomfortable with its body for a few more after.
The Cost of Disloyalty
Should the Vaxelse ever become disloyal to the current ruler, the subdragon will somehow seem to know. Just as though the Vaxelse had died, the dragon will suddenly disappear never to be seen again. A new egg cannot be hatched and the current Vaxelse will suddenly come down with a strange illness. Time is of the essence with this artefact if one wishes the reverse the curse placed upon them. It's only a matter of time before the curse renders them completely immobile. The Vaxelse has only days to make up for their grieves and beg for forgiveness. If they fail however, the sickness will quickly become painful enough that moving isn't an option. They will be bound to a single spot where they'll suffer in agony as scales cover their body and wings sprout.
The true curse of this artefact is that the Vaxelse becomes a subdragon. In this event, the next Vaxelse does not receive a proper hatching ceremony. Instead, they are given their former superior as their mount. The new subdragon is in no way able to refuse as the powers which cause total loyalty have already begun to take their hold. A piece of hair and a smear of blood on the new Vaxelse is all that it takes to seal the deal, and the old Vaxelse becomes the completely subordinate mount of their replacement.
Order of the Brave
The gift given to the leader of the Brave is an interesting thing indeed. It is a weapon of the wielder's choosing, fit perfectly to their preferences in shape and size, weight and appearance. That isn't what makes this weapon special though. This weapon is sentient, able to voice thoughts and opinions to its new owner. Including battle strategies. The weapon is able to shapeshift into three different forms in addition to being sentient. The first is humanoid, the appearance of which is once again created by the wishes of the new owner. The second is a secondary weapon, usually something that helps to cover the weakness of the main form. The third is a mount, whatever the owner pleases within reason.
A secondary quirk of this blade is that it comes with a number of enchantments. Up to three, depending on the nature and the complexity of these enchantments. This can allow for a serious edge in battle for those who are cunning enough to pick good enchantments.
The weapon cannot be truly 'killed' since it is a weapon. If it appears to be killed while shapeshifted then it will simply turn back into a weapon. While it can't materialize a shapeshifted form for 5 days after it can still communicate with its owner. Should the weapon itself get destroyed it can be reforged in 35 days the same way it was originally forged. In this case, it will have the same personality, memories, appearance, everything. A new weapon can be created slightly faster in 25 days. This will, of course, be a new weapon, and in a lot of ways a new 'person'.
Inheriting the Artefact
In the event of the death or betrayal of the current Chief Sargerist, a new one is picked. After officially being picked the current ruler will take the Chief Sargerist and the current Zusulise into the royal smithe after clearing everyone else out. The Chief Sargerist then picks what they want the main form of their weapon to be and the King or Queen themself will actually forge the creation. A small amount of the blood of the Chief Sargerist will be taken and the iron removed to be put into the weapon. After which the Zusulise will begin to recite rites and the ruler will go into a kind of trance. They will begin forging the weapon and they won't stop until after it's been created. Once it's been created the ruler will return to themselves in a kind of daze. A small amount of blood will again be taken from the Chief Sargerist and also the ruler.
These two will be mixed while the ruler recites their portion of the rites. The blade will them be baptized in the blood mixture. After that, the Chief Sargerist will take a small sip of the mixture and the blade will be submerged a second time. After that, the blade will become sentient in 2 to 5 days.
The Cost of Disloyalty
For a Chief Sargerist who betrays their ruler, their blade will suddenly go quiet, as though it's no longer sentient. Whatever gave it sentience is no longer there. At that point, the blade itself becomes dull and fragile until eventually, the weapon shatters altogether. No matter how hard the owner tries eventually the weapon will shatter. Even if it needs to become so fragile a strong breeze can destroy it, it'll eventually shatter. The owner has until then to make things right with the ruler. If they fail to and the blade shatters then the process begins and can no longer be stopped.
Slowly the soul of the Chief Sargerist will be sucked out into whatever remains of the weapon. The weapon will slowly rebuild itself as the soul is sucked out, the progress of the weapon's reconstruction showing how much of the soul remains in the body. Death won't save the Chief Sargerist as the soul will continue to linger and get sucked into the weapon. Once completed the blade becomes unbreakable and is returned to the betrayed ruler. The former Chief Sargerist becomes a cursed weapon. The weapon will either be used by the ruler or go to the next Chief Sargerist to be used alongside their own weapon. The person will remain a cursed weapon until their wrongs have been righted through use. This blade can also shapeshift, however, the forms are at the discretion of the user and any command given to this cursed person must be followed as part of their payment back to the kingdom and ruler.