Great Circle of Arminor
The Great Circle of Arminor is a political council of major realms or powers bound by oath, neutrality, and formal procedure. Its authority depends on sworn order rather than simple domination.
Chronicles of Ardanor
The Great Circle of Arminor is a political council of major realms or powers bound by oath, neutrality, and formal procedure. Its authority depends on sworn order rather than simple domination.
Griffins are oath-linked guardian beings and one of Teutarya’s strongest symbols of vigilance, loyalty, and sacred protection. They are especially connected to the Order of the Light’s imagery.
The Halls of Memory are a place of remembrance where the names of the fallen are preserved. They are solemn, strict, and built for grief, renewal, and the weight of duty rather than display.
The Halls of Oaths are a council and vow-site where binding promises, alliances, and formal peace are enforced. Open bloodshed inside them carries severe political and legal consequences.
Hierophant Seraphel Mordain is the public head of the Fracture Cult and secretly a demonic architect. He feeds on voluntary oaths and uses Aurelia to create stable passage for the Infernum.
Idunae is a field commander of the Order of the Light who leads rift wars from the front. She embodies discipline, sacrifice, and the refusal to let the last line break.
The Infernum is the demonic counter-realm behind many rifts and Demon Gates. It seeks entry into Ardanor through waves, champions, corruption, and human collaborators who weaken the world from within.
Infernum Breakers are heavy demonic assault creatures built to smash lines, gates, shields, and morale. They represent the moment a rift attack turns from harassment into brute-force collapse.
Infernum Skirmishers are fast, numerous demonic ground troops suited for overwhelming weak points, spreading panic, and testing defensive lines before heavier forces arrive.