Lacoi Sethai

= Lacoi-Sethai = "Glorious cry of the Far Mountains"

= Timeline =

Age of Myth
•Idoneth are created and escape teclis' wrath.

•The first Lumineth are created.

•Coastal fortresses are built by the first Lumineth to defend against Idoneth raids.

•Lacoi Sethai embraces naval traditions, including hybrid spear and bow infantry.

•The Arsus bows are forged.

•Lacoi-Sethai is surrounded by trading cities and artisan guilds, the fortress triples in size and armament.

Age of Chaos
•The Ocari dara occurs (the lumineth civil war that nearly ruins the entire plane of Hysh,  and allows chaos to slip through as the fabric of reality is torn by magic), the elves of Lacoi-Sethai choose isolationism and slay the brothers who disagree,

•The surrounding settlements are anihillated.

•Eventually leaving, the survivors are assailed by Daemons for Centuries, but repelled by the Syari great crafted weapons. Time and time again.

•The Warhold joins Tyrion in the realms defense reconquering and making plans to rebuild the once prosperous trade network and civilisation centred around them.

•Teclis returns, taking 3 elves to become Aelementari.

Realmgate Wars
•The Necroquake raises the undead warriors slain in the shame of the Ocari Dara, knowing of the Necroquake from the warnings of Teclis, the first questing warhosts are formed. Given young commanders, and sent away so the younger men do not witness the reanimated bodies of the Ocari Dara.

•They are to leave Lacoi-Sethai immediately given long and arduous tasks. In their absence veteran commanders are made to look upon the undead faces of those who they had forced forgotten once more.

•Exarian, young Vanari captain holds a mountain pass against the reanimated horde of Tzar, a once prosperous temple to forgotten gods. He is promoted to Marshal.

•Finreir, 4th son of the line Ilinadriel, and holder of the sacred chalice of A'hryxx commands a lance of dawnriders, for 12 days and nights they ride to the far corners, ceasing only to raise

aetherquartz pillars at sites where the line between realms had frayed. He too is made Marshall

•High sentinel Ithren is ambushed by Skaven

Cut off from his commander and warhost he leads his band of Sentinels "The Dawnmere" in Asymmetric warfare, striking at the enemy's supplies and command structure for months, hidden in the mountain forests, convinced his warhosts cathallar will return in time, unknowing he lies dead, their warhost having returned to Lacoi-Sethai in shame, presuming the Dawnmere to have long since perished.

•such accomplishment draws the eye of the Warrior-God Tyrion himself, who projects himself in the great hall of Lacoi-Sethai, bestowing upon the new legion a cryptic moniker, amid his exaltation he names them as worthy "Scions of Loren"

Its meaning lost to time, few are willing to refuse a title with such divine provenance.

•Teclis decrees the Lumineth can no longer stand behind Hysh's realmgates in isolation, Ithren is quick to volunteer his new legion, and so the Scions of Loren march into Shyish establishing the outpost of Tor Syarra.

* Timeline end*

Master Volantir

Lord mage of Lacoi Sethai

Veteran of the Ocari Dara

Organisation

The Blinding Court - cathallars

Scions of loren - ithrens, fairly savage. Archers and light forces, basically just wood elves

Guards of the black gate -Exarains battleline. Spearmen, ballista, defensive paragons,

Chosen of Illinadriel -led by Finreir. all nobles, families pledged to the Warhold. All about the charge, swordmasters, Dawnriders

Aristocracy Illuminant - mages

Forge of Glass - weaponsmiths.

=Notable Characters=

Illinadriel- old hero, one of the first masters, bloodline pledged itself to the Warhold. Master of the charge,

Finreir- 4th son of the line Illinadriel, cavalry/charge commander, leads the defensive battalion "chosen of Illinadriel" bleeds Teclian arrogance and mastery.

Exarian-Tyrionic hardass spear wielder hold the line.

=Notable Formations=

The Veiled Court
Taking two cathallars in a force

One taking fear dread, and one that's like shining brilliance, absorbing the opposite.

forces operate with two cathallars, one absorbing the pre battle emotions,  the fear, anticipation, dread. And once the battle is won, the other takes the pride, relief, confidence, fury. etc.

Lumineth are taught to control their emotions, they feel them, but keep them restrained. The Cathallars draw away some of that to make controlling it easier.

the idea that when the "positive" emotion is shot at their enemy, they become overconfident, reckless, single minded, breaking formation, or losing focus, a shield wall shattering as each of them throw down their shields and charge for personal glory instead, for example.

=Notable Structures=

Blacklake Hall
Built recently, over a great natural cave, Blacklake Hall is the centre of Lacoi-Sethai's Scinari Cathallar corps. Mages who take the intense emotions stored by their kin in spent aetherquartz, and burn them away in time of war. In times of peace, the aetherquartz is stored in the halls vaults. As a result, the place is thought to be unnaturally influenced by its contents grim aura. With an ethereal cold drifting across permanently. Most if not all of the Vanari avoid the place. Perhaps not from fear, but a empty discomfort.

Known to the most veteran commanders, is the secret history of Blacklake Hall. For in the Ocari Dara, those slain had their bodies thrown into the lake to be concealed forever.

When the Necroquake raised the dead across the realms, it was here the Veteran warriors of the fortress held back the tide of undead brothers, their bodies burnt to ashes. The hall built atop the cave, sealing the lake, and the fortresses dark history under the floor of the new hall.

=Beliefs=

=Artifacts=

The Arsus Bows
Syar’s people have always been expert craftsmen and creators. To say something is of Syari quality is a high compliment indeed. The Age of Myth saw the archives and treasuries of Lacoi Sethai swell with fantastical works of art. Their armory lined with eldritch weapons, forges alight with ethereal fire as magesmiths hammered the innate essence of Hysh into each inch of their tools of war. The spires of Lacoi Sethai perpetually illuminated by their arcane libraries, each stocked with spell books that thrummed with destructive power.

Greatest of the myriad weapons created in Lacoi-Sethai were the Arsus bows. In many other citadels, weapons capable of levelling cities, and arcane lore capable of tearing through the fabric of reality were developed in secret, rampant minds, flayed by abuse of aetherquartz had begun to slowly tear at many. Lacoi-Sethai had remained isolated, with no great rivals to attempt to compete with, or plot against, they turned their forges to a more direct purpose, the defense of their war fleets. Long had they suffered raids on their naval power, with only their spells capable of piercing the perfect blue waters the Half formed took refuge in. And so the arsus bows were forged.

These bows were each infused with the furious spirit of their magesmith, so perfect mirrors of their fiery souls were they. Still today they glow with the burning pride of their makers. These bows are not mere torchlight, however. Imbued with arcane strength, each arrow has the piercing force to bury deep in enemy ranks. Slaying a score of men with a single arrow. Or to fire  from  the decks of a war galley into the waves below, losing no momentum, and delivering a deadly rain upon the idoneth below.

=Colours=

Purple

Steel

Cyan

=Loredump=

The road of bones
Hysh takes many forms, as the ten paradises have been long subjected to both arcane and natural extremes, verdant mountain ranges give ways to great scars in the earth, and fertile soil may fade to endless shifting sands.

Lacoi Sethai stands an isolated stronghold, mountains, and ocean both enclosing the great valley the Warhold stands defiant upon. Far beyond the mountain forests  to the west stands a great desert of chromatic sand, its borders shifting as the harsh winds carry the dunes forever further, a slicing gale can carry with it a swarm of razor sharp grains as deadly as any magic, capable of stripping flesh from bone and leaving those caught in it little more than a skeleton to be consumed by the sands.

Amongst this tide of moving sand stands few permanent structures, including the Hurakan temple of Tythos, far from even the closest settlements like the Great desert city of Tor Phall, those who wish to join the ranks must prove their worth in moving with the winds swiftness itself, to seek out the fortress while avoiding the roaming gales, supplicants must travel this great distance without allowing their haste to overtake them, for such would risk missing the signs of danger, bones strewn amongst the sands, or a sudden stillness as all faint wind subsides, only to be consumed by the sandstorms. Nor move to slowly, and risk death by slow dehydration amongst the searing heat.

This first trial is called the road of bones, memorialising those who failed upon the journey.