Dreadlord

The **Dreadlords** are a race of Voidic that is tasked with defending the whole Voidics and their Dimensions, and a high amount of the planets that the Voidics have ever been Interested in. The Dreadlords are led by Gabriel Darkstone, the founder of the Dreadlords is supposedly billions of years old, the Second Founding being said to be at Least one billion years old. The Dreadlord's physical appearance is similar to that of humanoid in armors of any kind, mostly made out of materials that are able to withstand nearly anything in creation.
They were created by Dzani Nia in their First Founding, but then they were Killed by their Heresy, and thus, a Second Founding of the Dreadlords was needed. Dreadlords are a highly mythological race, meaning that this race is race that has magic and powers revolving around their own mythology, but also highly advanced in science and technology, as most of their technology is called back into the mythology, as either a form of respect towards the technology or actual technological things that have happened within their mythology. The Dreadlords worship the Hadou And Godou Gods, believing in their existence and the Throne on itself, serving the Hadou Gods. The Dreadlords have hidden powers inside of them that are said to be given by the Hadou's, and gifts that are rare within the race. The Dreadlords are numbered to be Around 50 Billion. the Dreadlords are the personifications of execution, justice and indomitable will in the minds of Voidics, serving at the highest Order, and often called the Strongest Branch of the Voidics. The Dreadlords are rivals of angels regarding power, being the only race that has been able to rival a divine race in power, without to actually be one of the Divine Races.
After the second Founding, the Dreadlords were given a God-Sent, that has become a God himself, serving in order to help the Dread-Kind to get into to their fullest potential, and commanding them to serve the best purpose for the Voidics and the Whole Universe itself

The Dreadlords are Kin to both diplomacy and fighting, trying diplomacy any time they can, but resorting to battle if diplomacy fails. The Dreadlords are one of the most intellectual Races, second only to the Celestials and Astrals.

## Overview

The Dreadlords are viewed as the Grand Executors of the Voidics. They share the same type of body with humans, while they are also seen sharing other types of bodies. The Dreadlords were created by the Hadou Gods in order, possessing vast amounts of powers and spells, innumerable even. The Dreadlords are seen by the Voidics as the righteous heralds of cxecution, justice and will, having been around for a long time than most branches, with the exception of the Darkstones, Golden Lights and Darkened Lights. Even if not the oldest branch of the Voidics, they are the strongest, as their evolution, mythological and technological powers raised them to the top.

## Classifications Of Dreadlords

Dreadlord are classified by their divisions, their names being part of the division they are. Each division is said to have a God that is Worshipped by the respective branch. Each of the divisions have nearly fanatical, to actual fanatical faith in these Gods, making it nearly impossible to even break a normal Dreadlord's faith in their respective God. Each of their Rank is the Social and Power Hierarchy  is Represented by a Military Rank.

### Promotion System

The Promotion system of Dreadlords is very similar to that of Angel's system of gaining wings, but has notable differences. A Commander has the ability to promote a Dreadlord up until Lieutenant, while a General can promote until Captain. In order to be "Promoted", a Dreadlord must do the trials and challenges that come with the achieving of the rank. However, "Free Ranking" is possible, however, it is an abuse of power, that higher ranks constantly hunt in order to make sure that everybody is subjected to the trials that a Dreadlord must go through. There's two types of Promotions: The "Trial Promotions", also known as Main Ranks which are the main ranks of a Dreadlord, an Example being: Sergeant, Lt, etc; and "Path Promotion" or Communal Ranks. A Dreadlord, in any division, has to follow a "Path" of career, similar to Jedi having Consulars, Knights, Battlemaster, etc., a Dreadlord follows certain paths that allow them to go through many paths and allows them to have a high diversity, making a war with the Dreadlords extremely annoying,as it's nearly impossible to know all of the types of Dreadlords, as there's too many combinations to be remembered.

A demotion system is also set in place, for whenever a Dreadlord higher-up seems fit, whether or not the demoted Dreadlord has not listened to his orders, is on the path to fall from his duties or is suspected of corruption. The Demotion system is also used whenever a higher-ranking notices a Dreadlord has been Free-Ranked and haven't done their trials in order to achieve the rank. The Demotion system is rarely used however, but it serves as a safe-lock in case of the activities said above. A Dreadlord that gets demoted loses the power of their rank, and can barely do what he was able to do before his promotion, with the exception of the skills he had before the promotion

The Promotion system works similar to that of "Evolution" But in the same time, a promotion is normal for Dreadlords, and the outcome is often different from each Dreadlord, some even gaining abilities others didn't, and others being bestowed these powers by their Branch Leader while being "Promoted". A Dreadlord can only be promoted between long intervals of time, this assuring that nobody springs through the ranks in days, but in millennia. This also ensures that only active and competent Dreadlords get promoted, not novices that had luck on their side. A promotion is official only once the Dreadlord has presented proof of doing their trials correctly or has been watched by higher-ups. Failure to make the trial for lower ranks doesn't result in punishments, however, for Higher-ranks, failing a trial for the next rank can have devastating consequences for the Dreadlord, varying from physical punishment, to being unable to be promoted anymore, ever, meaning that the higher-ranked Dreadlords have to show competence and be able prepared for their trials, because if they aren't , they may lose the ability to be promoted forever.

To Explain the "Path Promotions" And the "Trial Promotions" in detail, a Checkpoint promotions are the promotions that each Division possess, with other divisions naming them differently, but are the same nonetheless, with Sword-Wraths' rank of "True Warrior" Being equal to that of a sergeant, etc. These promotions have been called "Trial Promotions" Because unlike a "path promotion", these promotions are permanent, unless another promotion occurs, or a demotion and because trial ranks are seen as milestones to a Dreadlord, and got nicknamed "Checkpoint promotions", their true name being "Primary Rank Promotions". Path promotions on the other hand, are subject to change to all times, and have multiple sub-ranks that a Dreadlord will go through. The "Path promotion" are also called "Secondary promotions" because of their nature to be switched and have sub-ranks, as well as the ranks differing from division to division. There's been times that a "Path Promotion" Rank of a division was identical with that of another division, but it's rare.

There's a third, less known type of promotion, called "Divisional Promotion." This type of promotion allows a Dreadlord to change the division that he is currently in. This allows divisions like the Royal Guards to recruit from the Dread Guard division, and other divisions to have steady number. This kind of promotion was also made in case of a Dreadlord disliking the division he is currently in, or simply doesn't like the style of it, and rather change.

Each Trial promotion in order not to be achieved too soon has ranks much lower before it, called "Stage promotions" that alternatively are higher than the previous trial rank but lower than the other trial rank. These ranks serve to give diversity to Dreadlords as well as allow for more challenges in climbing the ranks. In addition, some Divisions may not go with the same ranks and will have other ranks completely.

List of all Dreadlord Ranks can be found on Dreadlord ranks

### Emperor

The rank of Emperor is the rank given to the sovereign and ruler of the Dreadlords, highest military, noble, naval and political rank achievable. Emperor's rank allows him to command virtually any Dreadlord. As the Emperor, one has the ability to demote and promote as they see fit, do any economic move, create currencies, declare official wars and form alliances. As Emperor, they must be loved by the Gods entirely.

#### Dread Masters

Dread Masters, also known as **The Six Chosen** are a small group of Dreadlords that have been chosen exclusively by the Emperor to serve as his helpers and advisers to the Emperor. Unlike the Dread Knights, their power varies greatly, however as a Dread Master, power isn't considered, but rather the usefulness in one's skills at a required thing. Dread Masters are eligible for being guarded by Royal Guards. The known Dread Masters are:Brontes Lyman, Tyrans Larraman, Raptus Cerneal, Styrak Zûtayitsi, Bestia Kabamarini and Chalphayus Cherfel

### Sword of the Empire

The Sword of the Empire, also called **The Executor** is the Second in Command of the Dreadlords and a rank higher than the Generals, having power over them as well as being stronger than them in every way possible. He has near-unlimited power in Dreadlord community and near-unlimited authority and has given himself the ranks of High Priest and Master Librarian, giving him power to speak to the Gods personally as well as the authority over books and knowledge. He is the second most highest political authority and in times of war, has unlimited power if the Emperor declares so. The Sword of the Empire has the ability to read any secret that the Dreadlords have and redact anything as well as making it secret. Most of the business they have comes from the Sword of the Empire. The Sword of the Empire is chosen by the Emperor with the upvotes of all the Hadoushin. As a Sword of the Empire, one must be forged a Divine Construct by Kusheah and be left to surpass all of Ardasa's Guardians as well as receiving all the upvotes of the Hadoushin. If only one Hadoushin disapproves of the wanna-be Sword of the Empire, then he has 1 year to prove to that Hadou that he is worthy and become Sword of the Empire, or is destroyed beyond metaphysical concepts with no return. Should he have all the upvotes however, he will be granted a blessing from each Hadoushin as well as being granted his Divine Construct until he dies, having the choice to make his Soulblade into a Divine Construct or a separate one. The Executor is also the second highest military rank and has authority over Generals at any time given. He's seen as the Strongest of all Dreadlord, as the Emperor in this case, is seen as a God, not a Dreadlord. The Sword of the Empire takes the rank of Emperor if the Emperor is to go missing or dies. He is in charge of overseeing the trials of Generals and judges each General's worth. The name "Sword of the Empire" comes from the symbol that resembles a Sword. Sword of the Empire is a Royal title and thus gives him authority over everybody else but the Emperor, virtually making him the next Emperor

#### Dread Knights of the Circles

"*The Dread Knights, the most respected divisions of the Dreadlords because of them being direct subordinates to The Sword of the Empire itself. Nobody knows if these are myths or reality.*"
—The "Jarnim iw Naishas ari" translated as "Dictionary of Dreadlords" reading about Dread Knights

The Dread Knights of the Circles are a special, secret division, similar to Royal Guards, that takes members from any of the divisions. They are the apprentices as well as the most trusted people of the Sword of the Empire. The Dread Knights of the Circles are named after a circle of the Tables of Heroes, where on each table there were 6 knights. Each knight is given a title that they are called by, with any genetical rank and communal rank being excluded from their titles when talking to a Dread Knight. Dread knights are all tasked with a specific purpose, some of them being avatars of a specific concept, most of the time these concepts being extremely unspecific. There's 4 circles, each of them representing a bigger concept through the knights, that hold concepts that are born through a bigger concept. To the public, the knights are simply unknown, with their rank only a myth. To other higher-ranking agents, these are extremely real. 6 knights for each circle, meaning that there's around 24 knights at all times. Aside from their concepts, they're often assigned with financial, political or other tasks under disguise of different names, given the ability to shapeshift and allowed to assume any name. Each circle has one "Head Knight" and they are in charge with their respective circle. Each circle is superior to the other, first circle being the strongest, nearing the power of Generals, while the fourth circle being around captain level. Dread Knights are also a Royal Rank, higher than Viceroy but lower than Prince.

### Dread Titans

Dread Titans are mythological Dreadlords that. Their bodies were created by the God of the Forge K'ush'eah and giving each of them literal walking Divine Constructs that started to classify themselves as Dreadlords as power K'ush'eah's orders. Dread Titans vary in size, smallest titan being that of Everest and largest yet unknown. Average titan can be twice as big as Everest. Titans, unlike other divisions, do not have ranks and rather have a self-built hierarchy that is built upon the belief that the bigger a titan is, the stronger they are. Titans are slow-moving but extremely hard-hitting opponents, while also their size makes them unable to hide themselves. Titans after becoming more numerous through self-creation demanded to become an official division and have been approved after long discussions.

### Dread Guards ( Csasor Hisbah )

"*We are the warriors, we turn our sword to the dark, Challenging the all-evil and cruelty, enlighten peace and freedom. Pick up ours sword, we fight the enemy, although our blood will dry the battlefield, but the melodies of victory will sing, take the shield to prevent the death. The flag of dawn will fly in our winds Let's hold our hands and pray for our future, our light will cover the dark. We are born to fight for the tomorrow, and epic of us will revive again. Heroes, myths, legends will be born. We will never die*"
—Oath of a Dread Guard

Dread Guards are one of the most well known Divisions, while also one of the Divisions that are the most Balanced, While they are also the most "Customizable". In this Case, Costumizable meaning the ability to have their own Powers. The Dread Guards are Jacks-Of-All trades, learning Low-Level Techniques from Every other Division, making them officially one of the Most Balanced Divisions. Dread Guards mostly wield either a sword and sometimes a pike or spear.

The Dread Guards are Generally Trained for High survivability, High Speed and Keeping their Enemy at a Distance or Dangerously Close at will. They are Trained with Magic that has to do with Snares and Traps, delaying the enemy and weakening them, Most of their Offensive Spells tend to be Fairly weak, but usually blind, freeze or poison the enemy. The Rate of New Dread Guards is Incredibly low, owning in part to the fact they have such vast array of possible tactics available to them.

#### Dread Guard Sergeant ( Csasor Hisbah Rashe'an't )

The Sergeants are More Specialized in the Art of Tactics and War, and have Served in at least 5 Different Battles and have been noted as one of the Best of the Dread Guards. These Dread Guards have part of More respect than their lower ranks, and have more Battle-Hardened. The Sergeants are also given Five Times more Training, and twice as hard, trained in the arts of discipline and Balance. In order to be Approved as a Sergeant into the Dread Guard Division, one must go through the Trial Of Blade and The The Trial of Mind. A Sergeant is Thought Low-End to Middle-Classed Spells, and more advanced versions of the spells that they already are familiar with.

#### Dread Guard Lieutenant ( Csasor Hisbah Tao'can'in't )

These Dread Guards have Ascended further into the Ranks, after Either Being Handpicked by a Commander or a General, Or have Requested the Trial of Blood and have Already been Sergeants beforehand. These Dread Guards are One of the Most Elites that one may see. They are trained in order to have no fear at all, and inspire fear and respect in those who see them. The Dread Guards are trained one of the most advanced Spells that the Dread Guards have even made, with the Exception of the ones that are classified by the order of the generals. The Dread Guard Lieutenants are seen as one of the most elite within the division.

#### Dread Guard Captain ( Csasor Hisbah Vit'ecin )

Currently, There's only 16 seats available For a Dread Guard Captain. There's three ways a Dread Guard can become a Captain. First one is to be Handpicked by the General of the Dread Guards. The second one is to have a flawless record of activity and actions, without any of their actions to be considered as "Tainted" or "Immoral", thus, becoming one of the candidates for The Rank of Captain, that are placed on a Secret List, without the lower ranks to know about them. The Third one is to fight a captain in a Kaggath. After Successfully becoming a Captain, one must drink from the Csir Bah Boitebo, Gaining a High Degree of Regeneration, Their Dread Scales becoming enough powerful withstand and Deflect, or even Reflect the Nearly any and all Physical Blows, and give the said captain Resistance to Soul Damage. Captains are Entrusted with all the Tactics that are possible and even impossible of the Dread Guards, and are entrusted with all the knowledge that the Dread Guards have. A Captain is one of the most Respected Ranks of the Dread Guards

#### Dread Guard Commander ( Csasor Hisbah G'esbun )

The Rank of Commander can only be attained by One Dreadlord at a time. A Dread Guard Commander is tasked with the Most Suicidal Missions available, as they are seen as one of the most Competent of Dreadlords to ever Exist. In order to become a Dread Guard Commander, one must wait for the Death of the Current Dread Guard Commander, Have at least 1,000 Years of Service as a Dread Guard Captain, Must have served in at least one war, and have a heavy impact in the battles that have been waged under the name of said war. Last but not the Least, in order to be chosen as a Dread Guard Commander, one must get approval from all of the Generals of all the Divisions and have a Dread-SoulBlade that has Achieved "Full Release Mode". Finally, once all the conditions are met, the candidate must survive for 20 years on the Planet Tutniri wisa irwasa. If alive, then after the 20 Years, the Captain is rescued and given the rank of Commander. After his promotion, the Dread Guard is Implanted a Second Aura Spike Star, And possibly a third. The Dread Guard Commander even given a Second Dread Seed, and implanted in between their Dread Seeds a Tarasitsia wa Timsija, Making their Regenerative Abilities go up Several Notches. These Implants altogether take 4 Years to finalize. After the 4 Years, the Commander is ready to Command his new Troops.

#### Death Guard ( Ch'usci Hisbah )

The Death Guard is a Sub division of the Dread Guard, that are more focused on offensive spells and snares and snares that are focused on more aggressive effects. They wield A scythe instead of a sword or a shield and are highly trained in disarming the enemy, or outright decapitation, cutting of limbs, or doing minimum damage at a high distance. The Death Guard, unlike a division, only has members and a Commander, this to symbolize that it is a small sub-division of another division. The Death Guard have black, thicker Dread Scales that can absorb life force from the enemy, and enhance themselves when either ally or enemy die. The Death Guard also has more training in hitting the very essence of the enemy, or even their soul, an astral, or even an Ethereal form. In order to become a Death Guard, one must be handpicked by the Death Guard Commander, and put under severe changes, that can cripple most minds, and even kill. There are few legends that state that the Death Guard carry the soul of their fallen Dread Guard to Dziana, to choose their own afterlife. One of the many things that differ from the Death Guard and Dread Guard, are the tails that the Death Guards Present

#### Death Guard Commander ( Ch'usci Hisbah G'esbun )

The Death Guard Commander is not chosen by the Generals, but was rather chosen by the Hadou God of Death, Yakou Madara, given powers over the concept of life and death. He was given the Robes of turczezin'co, which were also created by Hadou God Yakou in order to protect him from harm, as Yakou has not given The Commander immortality by Undying. The Death Guard Commander has been given Eulogy to Yesterday as a Sign of Respect and duty from Yakou Madara

#### Dread Guard General ( Csasor Hisbah Han'asit )

The Dread Guard General is the Leader of the Dread Guard Branch, having Authority over every Dread Guard, with the Exception of the Death Guard. The Dread Guard General has been completely changed, given the Fire of Ardasa And put inside of his body, set as a Structure between the Voidic Structure and their physical body. Their skin and insides are then replaced in order to communicate with the fire, and have some kind of "harmony" with the body. The scales are replaced with that of the Ban Csasor Rossict by the God of the Dread Guards in order to keep the fire inside, as a special Dread Seed is implanted into the body of the General, allowing then to manipulate the fire within them. The Armor made out the scales is then shaped in such for that it contributes at the flow of the Flames, both holes and lines inside and outside the armor. The Armor and the special seed implanted allow the General to use the fire both outside and inside of their body. They can also open all of their armor in order to release all of the fire on the enemies that they face. The Dread Guard General is tasked with the Defense of the Eternity Gate, but under special occasions, he can be seen spear-heading wars against races that insult the name of the Dreadlords or at the command of Gabriel, or executing Traitors that have done undeniable crimes against the Dreadlords.

#### Royal Guards

Royal guards are Dreadlords chosen specifically as a group of the most elite and deadly Dread Guards, that are given a "Divisional Promotion". The Royal Guard only recruits from the Dread Guards, with exceptions from other branches such as Warlords. Royal guards are tasked with the protection of VIP [Very Important Persons] and are given the most efficient training ways and the strongest enemies are put against a Royal Guard. One Royal Guard is able to easily overpower a Captain of any Division, including a Dread Guard Captain or even a Warlord Captain. The Royal Guards not only stood in their unique , more royal appearance but also in their level of perfected combat skills. They are the best of the best that the Dreadlords had to offer, with the exception of the Commanders and the Generals, and are most likely the finest trained soldiers of the Dreadlords. The Royal guards were handpicked by the Council of the Royals, that consisted of the Generals, Gabriel and over 45 High-level Librarians.The trainees who attended the academy were the best of the best in the Dread Guard, and were most likely the peak of what a Dread Guard could achieve, while also being the most gifted and intelligent soldiers there were from all across Dread Guard. The Training of a Royal guard takes place inside the First level of Ardasa, also known as "Nevizkas" ( Translated as "Failure" in Dreadlord ). An initial class consisted of about 40 to 50 students, but only about one or two of them would eventually graduate from the academy to become Royal Guards. In Unarmed Melee Combat, a Royal Guard was trained the Echani art, which was an unarmed melee combat style which essentially turned the practitioner's body into a weapon. Their reflexes were sharpened to perfection, to the point they can easily classify as users of Absolute Reflexes, to the point they could reflect projectiles that moved even faster than light in the heat of battle with just their melee weapons. Much of their fighting took place amongst themselves, with the loser of each fight facing the possibility of death. Once they reached a certain point in their training, they would be greeted by the Royal Guard General and the Emperor of the Dreadlords, Gabriel who even they themselves showed the utmost respect to the soon to be guards, treating them as they were his own children. After the remaining students of the academy are inspected, the The Royal Guard General then had the Ruler of the First level of Ardasa duel the best student of the Academy. While the Student wouldn't have any has virtually no chance in beating the Ruler of Nevirzkas, but beating the Ruler wasn't the point, being more of a learning experience for the rest of the students as they watched their best mate get essentially murdered in front of them as the Ruler toyed with his opponent before ending his life by kicking him down the other levels of Ardasa, the purpose of this demonstration is to show them that what they believed was the best wasn't even good enough, and in a sinister kind of way, to encourage them to train harder. That if they were to protect the emperor, they had to be unnatural, almost absolute in their level of skills. This was also to show that even if they were the best of the best that the Dreadlords had to offer, they were still vulnerable to death for their failures. Thousands of years later, and the few remaining students were on course of graduating and only had one test to accomplish, a final test that the emperor will oversee himself in his chambers. Two students would enter the chamber and kneel before the Emperor as he was surrounded by royal guards and the Royal Guard General. After they were praised for their efforts and success, they were then presented with their final test: To fight each other to the death and the winner will become a Royal Guard. The main purpose of this test was to test the student's loyalty, as they would be fighting to the death against their colleague that they have been training and been friends with for over thousands upon thousands of years. But their ambitions for becoming a Royal guard quickly overcame their long friendships and they quickly fought as they were ordered, with eventually a victor emerging.

On top of their training, their Scales were the strongest out of every other Branch, being molded from the Fire of Ardasa at it's strongest, and then blessed by the Hadoushin and given form onto them, while multiple layers are given, and on top of the extreme, these scales gave even quicker reflexes and were extremely comfortable and very flexible, allowing for great movements to be made.Their armor also protected them from effects that would normally bypass durability or simply ignore it or negate it, their scales literally giving them Negation of all Bypassing of immunity and Durability, forcing anybody who fights a Royal Guard to fight them without their Negation and immunity bypassing powers. A Royal Guard never seeks privileges, their own desire in life and death being to serve their emperor. The Guard were taught a secret language to use amongst each other during battles as a way to keep their tactics secret from the enemy and they were more willing to die than give up any information or betray their emperor. Along with Guarding, like the Shadow-Wraths, they were used for assassinations and in some cases they had the ability to shift their appearance to look accordingly as the mission requests. They are also rarely used as Front-line soldiers, in order to turn the sides of the battle to the favor of the Dreadlords. The Royal Guards had Path Promotions, the only known being: Shadow Royal Guard, Sovereign Protector and Saber Guard.

##### Divine Royal Guards

The Divine Royal Guards were users of Divine Magic, and were chosen from the Royal Guards that have served for over hundreds of thousands of years and have shown great display of power as well as loyalty. The Divine Royal Guards acted as an iron fist for whenever a threat to the emperor occurred and they only answered to the Emperor, having and cannot be commanded by anybody else but the Emperor, and under other circumstances, the General, but any order given by the Emperor has higher priority. The Divine Royal Guards were also tasked with killing higher-ranking Dreadlords that have betrayed their kind and lost their goals in life as a Dreadlord, becoming Darkened Dreads, and see hunting them as a daily thing, perfectly normal, despite a Darkened Dread having no moral restriction, like a Dreadlord does.

##### Sovereign Protectors

Sovereign Protectors were handpicked from the Royal Guards because they were stronger than their normal Royal Guard Brothers. This was brought on the attention of the Generals, and they convinced the Ruler of Edo, the last circle of Ardasa, Tenma Yato, to give them extra Training. In this Training, a Sovereign Protector becomes a "Demonized" Version of themselves, losing all remorse and emotions, while their loyalty remains unchanged, even strengthened. A Sovereign Protector no longer has the limitations that a Dreadlord has, and have their abilities enhanced to a nearly infinite level, to the point that only a General could stop them. A Sovereign Protector's loyalty cannot even be questioned, as at their General's Command, or the Emperor's Command, they would take their lives time again and again. However, as a Sovereign Protector, you are given "Kamuoti iv tave Valzino" ( Literally meaning Torture from the Gods ). Kamuoti iv tave Valzino allowed a Sovereign Protector to strengthen their own Endurance and will-power to infinite points, and became immune to pain. This Torture was done in the lowest circle, Edo, where the pain was so strong, that even those with the strongest minds would falter to despair, yet the Sovereign Protectors have succeeded in keeping themselves together. A Sovereign Protector's senses can get to the point that they act as Precognition and can effortlessly dodge possibly anything, even instant, point-blank attacks, even if they moved to the point they can dodge speeds that are Classified as "Massively FTL+" ( Meaning 1000x+ The Speed of Light ) Effortlessly. Their Scales are enhanced even further, to the point that a General stated that the only way to break their scales is through a near-infinite force, and sometimes, even that may not be enough. A Sovereign Protector's training consists in fighting each Ruler of a Circle of Ardasa, while surviving the countless, possibly infinite beings that they create along in order to test the worth of the Protector, with each level lower, the difficulty increasing. 90% Of the Candidates to become Sovereign Protectors Die, while the 10% become the most destructive machines that the Universe could ever conceive. A Sovereign Protector could be seen guarding Generals, the Emperor himself, and people that the Emperor valued above all else, such as his wife, and sometimes they can be seen guarding people that held information that was more than vital than to anything, be it information to win a bloody war, to something beyond any war. The Sovereign Protectors, like the Divine Royal Guards, are specialized at hunting Darkened Dreads, and kill them whenever they see them, or are tasked with doing so.

##### Saber Guard

Saber Guards are Royal Guards that have been chosen for the S.A.B.E.R. Project. These Guards are Made Cyborgs, and given implants that enhance them even more before them. They were chosen as Volunteers, rather that taken by force and were respected just as they were before to make the decision to turn themselves into a cyborg. Their Physiology is enhanced by their new implants, and are taught by the Ruler of the first level of Ardasa their new style of combat they must practice. Their robotic parts are made of Dread Scales, connected to the scales in order to take functions of the body, and allow them to manipulate these parts at all times. The Director of the Project, Brontes, has stated that the objective of the S.A.B.E.R. Project was to combine magic with technology, making them the same thing. At the end of the project, she stated that the project was a success, and learnt that Magic is purely science that they don't understand yet. For this reason, Shadow-Wraths were also recruited for the program.

### Warlords ( Wirhijukinis )

"*I embrace Death without regret just as I have embraced life without fear. In life war, in death peace. In life shame, in death atonement. Victory is achieved through mettle and glory is achieved through power. Long shall be my suffering and joyous be my pain. Praise the All-mighty.*"
—The oath of a Warlord

The Most known Division of the Dreadlords, the Warlords are the Executioners of the Dreadlords. They are the most Physical Division of them all, Warlords are trained to ignore pain and have the ability to redirect damage dealt to them towards their enemies. They are Adept at taking on hordes of enemies and being the last ones standing.They have Plenty of skills to hit multiple enemies and to replenish health and stamina from dealing damage to others, but they lack severely in ranged Abilities. There is little time spent on learning spells, instead the Division relies on raw strength and endurance against physical attacks. No weapon is too heavy for a Warlord.

Inside of a Warlord lies the Fire Of Ardasa, them being the First to have ever used the Fire in order to empower themselves, but instead of using the Ban Csasor Rossict, they are given birth from the Fires itself, taking it's Existence Erasure power in a form that opposes it, using it To Adapt to their needs depending on society, said battle, and even their Sub-atomic adaptions, molecular and even Spiritual. A Warlord mostly uses a War-Axe, a Warhammer or sometimes an Ultra Greatsword, but are able to use absolutely any weapon. The Warlords are also the most loyal Division of them all, none of them ever betraying since the Dreadlords were created, but in exchange they are blood-lusted, needing excessive training in order to control the blood-lust.

#### Warlord Sergeant ( Wirhijukinis Rashe'an't )

The Warlord Sergeants are Warlords that have trained for so long that they have Transcended the limits of Mind and Body, gaining supremacy over their own body and Transcending the very limits of the Darkest Part of themselves, as their Fire Intensifies, so do their abilities. The regeneration factor of the Warlord starts to kick in, as their physical appearances shifts to take in the appearance that is worth that of a higher Warlord. The Warlords are then entrusted with the knowledge of using their emotions, and even their Blood-lust, to enter a Berserk state in battle, through the Nw r diâ Kinima'ija tuti ri wiki.

#### Warlord Lieutenant ( Wirhijukinis Rasasir )

The Warlord Lieutenant is a Warlord that has mastered every form of Dreadlord Combat, be it martial arts, Weaponry, fist to fist, and so on. They are able to use absolutely anything, even something harmless, to something of great danger. The Lieutenants, after finally mastering everything that is possible about the body, are then introduced to the world of Offensive and Defensive spells. They then go through a psychological Training, in order to be angrier than before, but have much more control over their blood-lust. After 50 Years of psychological training, they are then sent to Tutniri wisa irwasa for 1 year. In this one year, the Warlord must discover something that the Dreadlord do not know about the Tyranids, and make a whole report about it. After the report is made, the warlord is considered worthy enough to look at all the reports that have been made in all the years by the Warlords. Finally, the Warlord is accepted into the ranks of Lieutenant.

#### Warlord Captain ( Wirhijukinis Diwisira )

Only 32 Captains are allowed to be Warlord Captains. Previously, only 16 were allowed, but after the Rahn Cssivcim, the number of seats have doubled. A Warord Captain is a Warlord that has went through fighting with their General as a form of trial and stayed alive. These warlords are then given Training into Offensive kind of magic and then trained into it to the Extreme. In order to become a Captain, one must endure their soul to be put under the deepest Corruption possible, and survive. After that, the Warlord is then to go to the Shrine of his Branch Leader, and offer a part of their Fire of Ardasa. If the God accepts it, then they would undergo changes that are irremediable. Their Strength Increases dramatically, as the Fire of Ardasa within them gains nearly all of the proprieties of a General, but weaker, without it's proprieties of Existence Erasure, but able to harm nearly anything, and ignore The Durability of a being. The Captains are then subjected to the true will of the God. After all seats are occupied, the only way to take a role, is forcefully take a role by killing the said Warlord

#### Warlord Commander ( Wirhijukinis Dzuontai )

The Warlord Commander is a Warlord who's potential in Offensive Spells, Physical and Spiritual power have Ascended to near-limitless Power. Their power is Restricted with Limitors. Their power becomes so strong, that their soul is unable to take it anymore, and so their soul has to either ascend with their power of die off, resulting in the death of the warlord. Currently, the amount of captains that die due to this process is 93.75% of the 32 Captains, meaning that out of 32 Captains, only 2 Warlord survive their Ascension. The Process of the Ascension of a Dreadlord Captain is called Tucan'si Lishe'ah rot\'ar. After the process, the Warlord is subject to physical change furthermore.

#### Warlord Goliath ( Wirhijukinis Dikais )

A Warlord Goliath is a Warlord that has been going through Immense Nexus Radiation, and had their Genetics altered greatly, making them Deadlier. They grow twice as large, and their rage becomes near infinite. Their Armor becomes vastly deadlier, with spikes growing out of their back. The Armor would start to disfigure itself, and start to make outlines around it. In addition, all their emotion but anger are stripped away

#### Warlord General ( Wirhijukinis Oarasini )

The Warlord General is a Warlord that has been fully taken by the Warlord God Karza'Ari, and has become his Physical vessel in the Material world. In order for this to happen, the Warlord gets the Blood of 1,000 Enemies and gives his body as a physical vessel to the altar of the God, along with the blood of the enemies. If the God accepts, then the Warlord is overtaken, their soul fused with the God's soul and then the soul is overrun by Divinity, completely destroying the "Mortal" Part of their soul, making place for the Divine Spirit. The Warlord's Fire Of Ardasa inside of him, that does not erase existence, but enslaves those it consumes, grows to the potential of a General, and their Scales transcend into that of the Ban Csasor Rossict.

### Beastlords ( Mars Ari )

The Beastlords are an Elite Division of the Dreadlords, Beastlords are trained by the Royal Dreadlords in the Woji Naishas Kûrs. Their fighting is refined and fluid, with great emphasis placed on not wasting energy, completely opposite to the Warlord's style of Fighting. The Division learns how to soothe or even control the Beasts, primarily anything. They learn to strengthen structures and armor with magic, and are the most heavily armored class, besides the Warlords. They can Generate Magical Shields that reflect spells back at their opponent. Dragons and Beast that have more intellect tend to respect Beastlords, and a few Beastlords of low rank have had the luxury of riding a Dragon into battle. Unlike a normal Dreadlord, Beastlords' scales actually were more visible as "scales" rather than normal armor and hid less than that of other divisions. This allowed them to bond closer to other scaled entities, like Dragons. Beastlords' scent also was animalistic, and depended on those who smelt it. Dragons would smell something that gives them the feeling they're a kind of dragon, while a wolf will think of them by smell as part of their wolfpack.

#### Beastlord Sergeant ( Mars Ari Satas )

A Beastlord Captain is a Beastlord that has gained the acceptance of the Council of Beasts and has gained a higher hierarchy in the Ranks. To gain the acceptance, A Beastlord must first go to the Ntima iw ri Umohtsijarsa, The Satwas iw ri Utias, The Hihûsi iw ri Rutja and the Ntima iw ri Diyitin.  Each of the Beasts will then test the Beastlord. The First will have to test his strength, the second will have to test his intelligence, the third must test his spirituality and Fourth must Fight the Beastlord and do honorarily good. There's no exact road to the Four Beasts and so a Beastlord must find them randomly, never knowing which Beast will test them. This makes the trial always be randomized.

#### Beastlord Lieutenant ( Mars Ari Rasasir )

A Beastlord Lieutenant is a Beastlord that has been promoted by the Very 4 Beasts that have Trained him. In order for this Promotion to Occur, the Beastlord must always show Benevolence to creatures. In order to do this, the Beastlord is taught Spells that can "Wash Away" corruption. The Beastlord must also have Years of Experience with the Beasts, and must have tamed and trained at least one dragon of their own. A Beastlord Lieutenant also must get his own scales into the Fires of the Ntima iw ri Umohtsijarsa and Ntima iw ri Diyitin, stomped by Satwas iw ri Utias and bitten byHihûsi iw ri Rutja. The Beastlord goes into unimaginable pain, that lasts for years after, but the Fires of Ntima iw ri Umohtsijarsa grants the scales durability, the fires of Ntima iw ri Diyitin grants fortune. The Bites ofHihûsi iw ri Rutja grant Knowledge and Intellect, and the Stomps of Satwas iw ri Utias give them greater, pain in exchange to greater abilities, and unlocking their potential.

#### Armored Beastlord ( Bkurmasiw Mars ari )

An armored Beastlord is essentially a Beastlord that has received overwhelming blessings of Ntima iw ri Umohtsijarsa and thus became armored to the point of needing to be classified as another type of Beastlord. Their scales are so potent, that they get to the point of being equal to that of a Warlord Captain, and sometimes a Warlord Commander, essentially becoming one of the bulkiest Dreadlords on the battlefield. The Armored Beastlords are given magics in order to maintain their mobility, making them rushing juggernauts in a fight, but they give up on Defensive magics, and only keep Resistance Magics, and revolve around offensive spells. The Greatest asset of an Armored Beastlord is their ability to intimidate any living animal, his presence bringing fear to any animal it encounters, as well as overwhelming respect for it.

#### Beastlord Captain ( Mars Ari Diwisira )

Currently, there's only 16 Seats for the Rank of "Captain" In the Beastlord Division. A Beastlord Captain who has been in service for at least Thousands of years, and must have gained the Complete Trust of the Council of Beasts, and so the Beastlord is blessed even more by the Council of Beasts. The Captain is given an advanced version of luck itself, and gains a near-absolute word for Animals.

#### Ancient Beastlord ( Nimyi Mars ari )

An ancient Beastlord is seen as higher than a Captain in the Rank of Social Hierarchy and even more so in the ranks of their brothers and sisters. An ancient Beastlord is one of the first Beastlords to have ever existed, and holds knowledge that is sacred beyond most's imagination. An Ancient Beastlord holds onto the sacred teachings of the Council of Four, before most of their brothers existed. Their Scales are the scales that the Council of beats rips off themselves and are made so durable, they rival that of a Royal guard. An Ancient Beastlord also could possibly use Divine Magic because of experience and could be taught with some effort. An ancient Beastlord is made every 1,000 years by the council of beasts by creating life with their scales. Ancient Beastlord's job in the Hierarchy is often overseeing the other Beastlords as well as acting as Intelligence for the Council of beasts, being utterly loyal only to them.

#### Beastlord Commander ( Mars Ari Dzuontai )

The Beastlord Commander has attained the Mari iw ri Mars iw Nia, and so this Blessing grants them the ability to use Voidic magic near-infinitely, and gives them the Status of Demigod, as the Blessing grants them Divinity to lower degrees. The Commander is then given the other half of his power to control any animal, with the Exception of Divine Beasts. He is also gifted with the scales of his Branch God, enough to use them on the Commander's shoulder. In addition, the Commander shows power enough to be respected by any being that can sense it's power, and can make it forcefully seen by a non-intelligent animal, and make it felt by a Divine Beast regardless

#### Beastlord General ( Mars Ari Oarasini )

The Beastlord General is also called **Tarati mars**, meaning **Mad Beast,** is the very pinnacle of the Beastlords. He is tasked with leading the main force of Dragons, and is tasked with giving the Word of the Council of Beasts. He is also tasked with leading the Beastlords into battle. Just like the other generals, his acidic blood has been replaced with The Fire of Ardasa, and so he gains the ability to Erase from Existence beings that touch his fire, and Reality warping nature of the fire. The luck of the General goes to Ultimate levels, as his scales are replaced by Ban Csasor Rossict.

#### Council of the Four Beasts ( Huortsis iw ri Dyis Mars )

The Council of the Four Beasts is made out Ntima iw ri Umohtsijarsa, Translated into **Dragon of the West**, Satwas iw ri Utias, Translated into **Serpent of the East**, Hihûsi iw ri Rutja, Translated into **The Mammoth of the North** and Ntima iw ri Diyitin, meaning **Dragon of the South**. Each of them control the Actions of all Beastlords, even the General's action. The Council of the Beasts decides everything regarding the Beastlords, from their birth to their death. The Council exists since the Birth of the Dreadlord race. They oversee the growth of the Beastlords and the Dreadlords in general, and act as Advisers to Gabriel. The Council often creates an avatar in order to communicate with people outside of their Trials, and for fighting, limiting their power and often adventuring the world. Each of them Reside in the said part of the Dreadlord World of Mars ai wizra ant ri Kûrs.

### Sword-Wraths

Sword-Wraths ( Also called as "Battle Brothers" ) are the most skilled Fighters of the Dreadlords, more so than the Warlords, who master any form of combat that they come across. Sword-Wraths on the other, hand can copy any style they see instantly, being masters of the sword, and have the ability to understand absolutely any kind of way of the Sword, as well as being able to actually process and use their muscle. In other Divisions, there's barely a match in skills against a Sword-Wrath, but a Sword-Wrath has limited durability and strength. A Sword-Wrath's scales are weaker than usual, but that doesn't stop their agility, as they are also one of the most agile divisions. The Sword-Wraths are one of the most revered division for their Abilities in fighting the enemy at close range. What makes them even more dangerous, is the so-called Blessing of Hadzuska Kanasaza, that makes them resistant to magic, arrows, bullets, anything ranged and even spells, making sword-fighting or close-combat easier for Sword-Wraths, creating them a feared name. The Sword Wraths are also one of the more Religious Divisions, along with the Warlords and the Beastlords. They are also the Oldest division their is, even older than the Dread Guard.

A sword-wrath rarely uses any kind of spells, but when they use spells, they are said to only use either enhancement spells for their agility or their offense overall. But one thing is certain - The sword-Wraths are the most skilled branch. However, because of their fighting style, the Sword-Wraths have evolved in order to have much weaker scales than the rest of the Dreadlords divisions, making them much less durable than even a dread guard, but this makes them quicker than any other branch.

A Sword-wrath has to go through different ranks than the other Divisions, as the Sword-Wraths have made their own rankings and made official by the Council of the Generals. Sword-Wraths are often trained in very very harsh conditions, and since birth, they're invited to explore the dark world that they live in.

#### Sword-Wrath Aspirant

A Sword-Wrath Aspirant is a newly-born Sword-Wrath. The Aspirants must go through the trials that the Sword-Wraths have made for their young through. An Aspirant is the lowest rank of the Sword-Wraths, and is far from being called a true Sword-Wrath. A sword-wrath aspirant does not have the same skill with that of a full Sword-wrath, and they are much weaker, and so in order to be called a True Warrior, one must go through the Aspirant Trials. The Trials are as it goes:

##### Aspirant Trials

A Sword-Wrath must go through all the trials that every Sword-Wrath has gone through, in order to get into the ranks of a True Sword-Wrath. Every Trials are different for every Sword-Wrath, depending on what Chapter the Sword-Wrath is part of , or which they want to join.

###### Blood Duel Trials

One of the most common Aspirant Trials takes the form of a duel between Aspirants, often to the death. The type of duel varies enormously and every culture from which the Aspirant has its own well-established practices. On different worlds, different weapons will be used, or sometimes none at all as the combatants are expected to pummel, gouge and throttle one another bloody. Other worlds might use serrated fangs of wild beasts, while others are to fight with their Dread-SoulBlade. Commonly, a Blood Duel is fought in rounds, with Aspirants facing foe after foe until only a small number remain. If the Chapter conducting the Trial has need of a large number of recruits, the Trial may be ended when a set number of Aspirants are left. When the Chapter has less need of new Neophytes, the Trials may continue until only a single battered and bloody challenger remains, the corpses of his enemies carpeting the ground before him. Not all Blood Duels are to the death and some have highly ritualistic and specific victory conditions. Sometimes the duel is fought to first blood, other times to the very point of death. The Sword-Wrath Apothecaries are capable of rebuilding a crippled body should the Aspirant be deemed worthy of acceptance, so most Blood Duels are brutal, no-holds-barred affairs. The Blood Angels Chapter is known to make extensive use of the Blood Duel Trial, but plenty of other Chapters make use of similar methods of choosing their recruits, including the Dark lords, Imperial Fists, Storm Wardens.

###### Hunting the Hunter Trial

Many of the cultures from which the Sword-Wrath Aspirants exist in hellishly dangerous environments populated by all manner of predatory beings. In most cases, the predators in question are autochthonic beasts native to the world.  This Trial requires the Aspirant to track down and slay, or sometimes capture a predator, Such as a Tyranid, turning the tables on those who prey upon his people and proving his worthiness to become a Sword-Wrath Neophyte. The hunt is a test of cunning and determination as much as raw martial prowess, often requiring the Aspirant to track his prey in its own territory. The hunt may last days, weeks or even longer according to the conditions of the Trial and the weapons the Aspirant can either find or fashion for himself. Taking the target alive is perhaps the hardest of Trials, for the Aspirant must keep the foe restrained on a return journey that might prove every bit as arduous as the hunt itself. A variation of the hunt requires a number of Aspirants to hunt a single target, though only one may claim victory. Some of these Aspirants strike out on their own, even turning on their fellows when the opportunity arises. Others set aside their rivalry and work together until the end. Those Aspirants who survive must eventually fight one another for the honour of claiming victory. Whatever path the Aspirants take, the Chapter learns much about their potential recruits. At the conclusion of a Trial in which a prisoner is taken, it is common for the Aspirant to be required to slay his captive, often before his people in a highly ritualized deed akin to a ceremonial sacrifice. Thus, the blood offering is made and the victor led away to join the ranks of the Sword-Wraths.

###### Challenge Trial

A Trial used by a smaller number of Chapters, the Challenge requires the Aspirant to fight a duel or compete in some other manner against a full Sword-Wrath.  In truth, none expect the Aspirant to better a full Battle-Brother and his success is more often measured in the degree of his failure.Very occasionally, an Aspirant does manage to beat a Sword-Wrath. and when this happens it is not uncommon for the individual to go on to become a legendary hero of the Chapter. Many Challenge Trials involve a test of martial skill, with the Aspirant fighting an armed duel against a Battle-Brother. It is usual for the Aspirant to be armed and the Sword-Wrath  to fight with his bare hands. yet still the Aspirant has virtually no hope of victory. Most Challenge Duels end in the death of the Aspirant, for even an unarmed Sword-Wrath is a walking thousand blades and thousands of years of Experience put into one being, compared to the young, adolescent challenger and well able to slay him with a single blow, intentionally or not. Other Challenge Trials involve contests of strength, stamina, speed, skill or mental strength. The Trial might range from the lifting of impossibly heavy loads to the imbibing of toxic substances. As with a duel, this type of Challenge Trial can often prove deadly. In both cases, however, an Aspirant that has failed the Trial -- yet performed to the Chapter's satisfaction -- is rescued from the jaws of death by the Chapter's Apothecaries and judged worthy of progressing to the rank of Neophyte.

#### Sword-Wrath Neophyte

A Sword-Wrath Neophyte is a Sword-Wrath that has done his Trials, and so he is accepted by the Sword-Wraths as a beginner in their community. A **Neophyte** is the term used for those adolescent recruits of a Sword-Wrath Chapter who have been accepted to become Initiates of the Chapter but are still in the process of undergoing the transformation into a Full-Fledged Sword-Wrath Before the process begins, these recruits are known as Aspirants.

The Neophyte receives the title upon being judged worthy and capable of becoming an Sword-Wrath of the Chapter after completing his Chapter's version of the Aspirant Trials. Upon completing the physical metamorphosis into an Sword-Wrath.  and the necessary psychological and mental conditioning, a Neophyte is accepted as a full Initiate of the Chapter and is assigned to his first combat duties.

#### Sword-Wrath True Warriors ( Tinri Kinisirsa )

The Full initiates of the Sword Wraths, the True Warriors are the meaning of a. The Sword-Wraths are the main combatants of the Dreadlords. A True Warrior Sword Wrath's scales and physical strength are weak compared other branches, but To become a Sword-Wrath True Warrior is to receive the Implants that the Dreadlords offer, making the Sword-Wraths, like all other branches, physically overpowering and their durability heightened, yet still weaker than that of a Warlord, but equal to that of a Beastlord, after a Neophyte completes his trials sand is deemed worthy by the apothecaries is to Receive the Enhanced Organs of a Sword-Wrath. The Organs, also known as the "Gene-Seeds" Are the creation of Tyrans Lyman, created for the Sword-Wraths in order to up them from their ancient culture, and give them their deserved power as the first ever Branch of the Dreadlords. The Gene-Seed Organs are Normal Dreadlord Organs that have been Engineered and enhanced. The organs are solely Dreadlord organs, but enhanced, and created by Tyrans Lyman called the "Gene-Seed". These organs are Normal Dreadlord Organs, as stated above, but enhanced for the Sword-Wrath in order to give them a reward for their approval into the True Warriors.

#### Sword-Wrath Primaris ( Tniya Kanasaza Aout )

The Primaris of the Sword-Wrath, are also called the Primes of the Sword-Wrath, and are Veterans of the Sword-Wrath that have lived through countless battles and wars, and have gained knowledge of the world around them. After a True Warrior Sword-Wrath is finally seen as worthy, and so they are promoted to this rank. This rank doesn't show more strength than the normal True Warriors, but rather, it is part of the Social hierarchy of the Sword-Wraths.

#### Sword-Wrath Primarch( Tniya Kanasaza Aout atma )

Sword-Wrath Primachs are leaders of a Whole Chapters of the Sword-Wraths, and are considered the peak of performance of a Sword-Wrath. The Primarchs are chosen out of the best 1,000,000 Sword-Wraths, and is put through a metamorphosis known as "Iyunotsia". The Primarch's main goal is to lead their Chapter and assure it's survival on the battlefield, give orders and protect their Fortress Monastery, while still participating in meetings with other Captains and Commanders. Sword-Wraths do not have a General rank.

### Dread Manipulators ( Naishas Hiracûkimit )

The Dread Manipulators, also known as "The Keepers" And "The Ones who take the Rights", are the Division that has been created to be Keepers and Manipulators of the Dreadlords. Their job primarily was to Manipulate Crimson Corruption and other types of Corruption and sometimes even madness, but then the Manipulators were given power to manipulate other concepts as well, becoming a deadly force on the battlefields, and even medics when the need arises. A Dread Manipulator, even the weakest, has near-absolute control over corruption and madness, while other types of manipulations take time to be learned, and mastered thousands to millions of Years. A Dread Manipulator has the ability to learn any type of Manipulation, however, certain manipulation will be limited regardless while others may need other types of manipulation, and eons of work, such as Divine Manipulation ( Which is not learned by any newbie. ). A Dread Manipulator's training has to be halved with the training of manipulating, and so they aren't the best at close combat, but are still great in it, just like any Dreadlord. However, the Dread Manipulators have evolved to be able to manipulate their own Dread Scales in order to make them more durable, making it difficult to kill them regardless, along with other factors. A Dread Manipulator, unlike other Dreadlords, seems to have difficulty in brutal acts, and would rather diplomatic solutions. With time, the Dread Manipulators became extremely known for their ability to manipulate anything, with exception of very few things, many enemies running away while they can from the battlefield because of them. Despite the name, Dread Manipulators are Supremely disciplined and taught respect of others, making this discipline the reason that no chaos ensues at all because of the Dread Manipulators.

#### Dread Manipulator Sergeant

A Dread Manipulator has to get the favor of their Branch God. In order to do so, they must capture and sacrifice one of the Darkened Dreads, a fallen Dreadlord. However, as Darkened Dreads are very rare due to a Dreadlord's ability to whistand corruption due to their resistance and indomitable will. A Darkened dread is also a very strong being, as a Darkened Dread is a Dreadlord that has moral restriction and all of their powers overload them all at once, making them highly unstable and dangerous, this feat is sometimes considered impossible, but has been proven possible time again and again by the Dread Manipulators that want to be Promoted to the rank of Sergeant. However, also many Dread Manipulators die in these tasks, and because of the rarity of a Darkened Dread, a Dread Manipulator higher than the standard is significantly rare. Sometimes, instead of assassinating a Darkened Dread, due to either not finding a Darkened Dread due to their rarity, instead a Dread Manipulator is given the task to capture and Sacrifice a Tyranid Swarmlord, which is seen as nearly-impossible, due to the Swarmlords having absolute control over the Tyranids and is the perfect Tyranid body. Upon doing either of these sacrifices, the Dread Manipulator is promoted.

#### Dread Manipulator Lieutenant

A Dread Manipulator Lieutenant is a Dread Manipulator that has the ability to manipulate most things in combat, and can do it flawlessly. A Dread Manipulator Lt.'s trials consists in the manipulation of nearly anything that there may be inside of the enemy, or even outside and the battlefield, the basics trials being Water, Fire, Earth, Wind, Light and Darkness Manipulation, along with Biological, mind, gravity and acid manipulation and more non-specified types of manipulations. All of the tests that the trial consists have to be made flawless, if not, the Dread manipulator is not promoted. This is what makes a Dread Manipulator Extremely rare, as it may take thousands of years or more to master the manipulation of all the concepts that they must manipulate in order to pass. A Dread Manipulator in combat is seen as an extremely versatile and resourceful opponent and is avoided most of the time. There's more advanced Trials that a Dread Manipulator can go through, with the same rule of scoring flawlessly at them. If they do so, they're given the rank of "First Lieutenant" and are seen as more respected and higher in the hierarchy.

#### Dread Manipulator Captain

A Dread Manipulator Captain is said to have reached into more than physical elements, and have went to manipulation of the soul, and even time and space manipulation. There's only 8 seats in the Captain's Council for the Dread Manipulators. For the first stage of the trials of a Dread Manipulator Captain is put to fight against a Tyranid Swarmlord in the core of a Tyranid infested planet. The Dread Manipulator's job was to raze the Tyranid forces on the planet, which is seen as nearly impossible, as tyranids are said to be trillions on one planet at least. If the planet is razed of tyranid forces and the planet was not destroyed, the Dread Manipulator goes to the second stage of the trials. The second stage of the trials consists of the Dread Manipulator having to undergo several changes inside of their biology, such as gaining a Aura Reactor, similarly made like that of a Dread Warlock. If the Aura Reactor cannot be placed inside, then the Captain is either killed or demoted, and deemed impure. If it succeeds, then they're moved to the last stage of the Trial, which is showing to the Council that he is fit for the rank of Captain by beating a Captain themselves.

#### Dread Manipulator Commander

A Dread Manipulator Commander, often abbreviated as "DMC", is a rank of the Dread Manipulators given to the second strongest of the Dread Manipulators. As trial, they must know all types of manipulation, except that divine and causal, and must show them off against a Tenma in Ardasa. If the Tenma decides that his skills suffice, he will be sent to duel against the older Commander. If he kills the Commander, he becomes the new one. If the Tenma decided it wasn't enough, the wanna-be is killed by the Tenma in cold blood and his soul shattered across realities, with no hope of return. A Commander has to go through the modifications of Dread Scales, and have alchemy used on his body, giving him scales ability to grow back at hyper-sonic speeds, while also making their acidic blood similar to the Fires of Ardasa, but not as potent.

#### Dread Manipulator General

Head of the General's Council and seen as one of the strongest Generals for his ability to manipulate Divine energies and at highest, Causality itself, the Dread Manipulator General is the leader of the Dread Manipulator Branch. Aside from his Ban Csasor Rossict and his existence-erasure fire, the Dread Manipulator is the only General to have kept all his emotion after becoming a general. His rank is often abbreviated with "DMG". As Head of the Council, he reports the General's activity to the Emperor and reports at all times, written by him or under his order with his seal. DMG's trials consist of learning Divine manipulation, and then being even granted minor causality manipulation by Mercurius. If Mercurius dislikes the Dread Manipulator, he may choose to erase him or let him live. As the DMG, he must have at least one Hadou Unlock inside of his genes, and must not be married, forcing the suppression of his feelings regardless if he keeps them or not.

### Shadow-Wraths

A branch that originally was part of the sword-wraths hence it's name, the Shadow-Wraths are the intelligence division of the Dreadlords, that is made solely for assassination missions, stealth, information acquiring and other important jobs regarding above. Sword-Wraths have one of the lowest survival rate in mission due to the dangers of being a Shadow-Wrath. As a Shadow-Wrath, you are expected that your presence is never known even by those like Sages. A Shadow-Wrath's training allows them to be unseen even in plain sight and their presence to be hidden from senses of an enemy and even hide their existence from an enemy even when attacking them. Shadow-Wraths have the ability to negate light itself in a room, or even reflect it off them to make themselves invisible to most races. They seem to be unseenable in smoke. Their greatest ability however, is to hide in "somebody's shadow". With this, a Shadow-Wrath enters the literal shadow of a person and can kill the person absolutely anytime. As the person could barely touch their own shadow, this is a very useful tactic. They use this tactic to dodge certain attacks or strike when the enemy expects it the least. Normally, Shadow-Wraths can only move between shadow to the nearest shadow, but higher-ranked can do "Shadow Jumps" and go between much higher lengths. An user of Shadow Jumps can easily go into the shadow of virtually anything and nearly anywhere. A way to repel this is by removing shadows using light, magic is most used for this, as light made by scientific means has shadow, which can be used by a Shadow-Wrath at any time. A Shadow-Wrath can also make his body change states of matter from solid to gas. This gas is black and can be called smoke at that point. Shadow-Wraths as a division are the most secretive of them all and are seen by the Warlords as well as the Dread Guards as cowards because they fight in the shadows, most other divisions, especially their progenitor division looks at them as a step in evolution and betterment of Dreadlords. Shadow-Wraths' Dread scales are made for camouflage directly by painting themselves as the environment but are much weaker, however more flexible than Dread Scales, allowing for easier movement. For all Shadow-Wrath Ranks, to rank up is seen as somewhat easy. Each rank lower than Commander is taken extremely easily for a Sword-Wrath. To rank up to Sergeant, one must assassinate at least 4 Darkened Dreads and assassinate at least 5 high-ranked Darkened Lights. For Lieutenant, one must kill at least 10 Darkened Dreads and at least 20 High-ranked Darkened Lights. For Captains, one must kill at least 100 Darkened Dreads and at least 250 High-rank Darkened Dreads. If the seats are taken, one must either way for the spot to become open or set up a Kaggath. There's only 4 seats instead of the normal 16 seats

For Commander, you must be chosen personally by the General and already have the rank of a Captain. It is then up to the General what he wants the the Captain to do in order to become a Commander. General is achieved by Kaggath only.

### Dread Sorcerers

The most magical Division. Sorcerer's have sharpened their mind, and any spell they cast is more efficient and damaging than any spell done by another Dreadlord different in division. Like all Dreadlords, They can Use Physical weapons as Dreadlords are all trained in physical combat, but will fare much better utilizing magical ones. They are taught spells of all elements, a few of which are highly potent, and are thus prepared for enemies of any type. Sorcerers are not limited to elements and can do nearly anything with magic as long as they gain the experience as well as information. Dread Sorcerers do not necessarily need a high aura reservoir as spells barely drain the caster if in this division, Warlocks are much more suited for long battles against anything, as spells won't weaken as much. Dread Sorcerers are also the least bound to physics and reality division due to their magic. A lot of Sorcerers work hand-in-hand with mythical beings from their mythology and thus, a lot of Sorcerers are Librarians or Priests for one or more Hadou. Sorcerers are also one of the more charismatic divisions and are able to fool by words a lot of people. Sorcerers are loved by other branches for their knowledge and rituals, but however are disliked by Warlords, who are their polar opposite. Ranks of Dread Sorcerer are achieved by showing their mastery over magic through two ways: By creating or by destroying certain things, different for each person and getting harder to create and harder to understand for higher the ranking. There's 16 seats for Captains and uniquely, there can be two commanders.

### Communal Ranks

Communal Ranks are ranks that are gained by a Dreadlord of any division in the same manner, and do the same thing. These ranks are purposed for many types of environments as well as being made for every division. They were made in order to give more purpose to the Dreadlords while they were not fighting or did not want to train or enjoy some time alone. Communal ranks also do not count as Checkpoint Promotion, but as Path promotions

#### Librarians

Librarians are the Dreadlords who take on the mantle of recording the great deeds of their and maintain the storehouses of the ancient lore of their respective branch. They are also tasked to keep mythological texts that were found by their division and destroy the texts that are considered heresy. They also documents types of magic that their branch uses along with the spells they use, so the younger generations can get stronger than the last. Librarians are also seen as extremely skilled in magic and fountains of knowledge regarding any event, not only Dreadlords events. Librarians are respected as elders and more than half of the people holding this rank are said to be as old as the race itself. Librarians are also said to have a sort of Clairvoyance when it comes to historical events, but cannot say exactly what will happen in the future. This Clairvoyance is said to come from the Hadoushin themselves. Dread Sorcerers are the most qualified for this job nearly all the time and even preferred by other members of the Librarians whenever they choose a new member.

#### Scouts

Scouts were members of a division that received extensive training for hit-and-run tactics, sight-seeing, scouting stealing data and finding paths that the main force may go through without danger. Their senses are sharpened to feel what's up them while also in the ground, making their job much easier in the long run. The scouts are also used to mislead enemies and scout enemy camps in detail. Scouts are significantly enhanced in speed in comparison to their normal counterparts. Shadow-Wraths are preferred for this rank most of the time for their agility and reflexes normally. This rank has been approved by the Council mostly because of other Divisions being in need of fast-moving individuals, capable of doing things that a shadow-wrath does in order to not overuse the Shadow-Wraths

#### Major

Major is a Communal Rank that symbolizes leadership within the Dreadlords. The rank of major is a more honorary rank that tells a Dreadlord that the Dreadlord holding is a great leader and should be followed, his plans and thoughts should be listened by even their higher-ups. Majors do not have control over those that have the main rank equal or higher, but can give advice, and with this rank, it is taken extremely serious. Majors are also seen as eligible for a trial for their next rank at all times, but it is considered somewhat disgraceful to take trials too fast and such many rules have been made to stop instant reaching of high ranks. The rank of Major can be seen as a "medal" and a way to award a Dreadlord for rare bravery in battle.

#### Elysian

The rank of Elysian is given to the Dreadlords that were chosen by the Hadou Gods to represent them as Champions, messengers and caretakers. Elysians are a highly adored rank and each Elysian is worshipped as a Demigod. An Elysian often possesses a Hadou Unlock, which allows him to use limited powers of his Hadou. They also possess a divine feeling to them, along with Semi-Divine aura and higher reserves. The most notable Elysians are the Generals, who were chosen for their time and their progress through the ranks, as well as their ability to go into Grade 4 Highlord Mode. All of these traits desired by the Hadou Gods from their champions. Often, an Elysian will have traits that sometimes define how a Hadoushin reacts to certain things. As Example, an Elysian of Mercurius would always be interested about the unknown, an Elysian of Marie/Katwia would always try to help people whenever possible. Elysians are in an overview Demigods that instead of being born with the power they possess, chosen by a Hadoushin to represent them to the Dreadlords. Elysians are also really knowledgeable about the universe and their respective God/Goddess.

#### Priest

A rank given to those that want to serve their Hadou God, the priests are one of the most devoted of the Dreadlord regarding spirituality and divinity. They make rituals and even sacrifices for the Hadoushin they were serving. A Pries can range between ranks from novice to High Priest.

#### Veteran

Given to Lieutenants after they have completed their trials while the seats in the council of captains are full and the culture of their division forbids killing of the captain, or the lieutenant refuses killing a captain. Veterans are in line to become Captains, and have the spot reserved for when a captain does die. If there's too many veterans in one division, the veterans are sent to the pit to fight to the death until a lower number is achieved.

#### Architect

An Architect is a Dreadlord who plans. designs, and reviews the construction of buildings for his respective division, time to time planning with fellow architects from his division or different division. Most known Architect goes by the name of Brontes Larraman.

#### Instructor

Instructors are Dreadlords that take on a career that gives them the job to train the newbies, children and those who need tips and tricks in order to become stronger and more skilled. To be an instructor, you need to know over 50 ways of combat, unarmed and armed, as well as having knowledge that even a sage couldn't understand.

#### Shapers

Shapers are the Dreadlord term for "doctors". They have the ability to reshape the body and heal it, through automated ways or magical ways. They were given three extra fingers and bigger hands, mechanized, that allowed them to use their tools perfectly and have the ability to even reshape how a Dreadlord looks, like a plastic surgeon for Humans. They are also trained in field combat and being field medics.

### Genetic Ranks

Genetical ranks are ranks given to a Dreadlord who's genetics have certain mutations that put them in their own category. Their powers come from their genes, that give them certain arrays. These abilities are genetically perfect, unlike the normal Dreadlord, who are seen as "Semi-Perfect". Those with perfect genetics are given a higher Main Rank from birth and are assigned specific squads, platoons or branches of a division. Gene that allow such ranks often come from Dreadlord Domains and are often given to the offspring, as the gene remakes itself perfectly as it has been. Those that hold these Perfect genes also could possibly have the ability to mate with other species and produce nearly pure-blooded Dreadlords. Genetic Ranks can be given if an Elemental or Demon unlock is strong enough to be considered as one-of-a-kind. Hadou Unlocks are always seen as one-of-a-kind but do not get genetic ranks because it's said to be "Disrespectful" for the Hadou they were given this unlock, as well as the fact that Hadou unlocks will not be passed to the next generation after intercourse, thus making a new rank would be completely pointless.

#### Monster Hunter

Dreadlords that possess the Monster Hunter genetic are Dreadlords who's aura is deadly and poisonous to, usually all beastly creatures, but can be specialized to one type of creature, such as Dragons. They use their aura against monsters, by inserting it via. touch, or cutting through their flesh. As the monster hunter gene makes their aura deadly and much like a poison against monsters, this can easily kill most monsters. Divine Beasts are normally immune to this, unless the Dreadlord using the Monster Hunter gene has Divinity himself. As a Monster hunter, one is often expected to be part of special forces that are made to deal with extremely hostile and uncooperative species of beasts. Most of the time, Monster hunters are always Beastlords that don't have any ability to deal with Beasts without violence, as their genes no longer allow it, but instead they gain the ability to violently break any monster, thus they are a feared group.

#### Berserker

Dreadlords that possess the Berserker gene allow the Dreadlord using it to enter a state of pure, raw and uncontrolled rage, that once activated, the user forgets about itself, friend and foe, and destroys everything in their path. These genes render pain as useless and even allows them to fight after most of their bones and organs has been broken. As a description made by Tyrans Lyman "They seem to keep fighting until their last drop of aura has been spilled, and tend to keep getting up until their last broken has been crushed". They have slightly better regenerative abilities than the common Dreadlord, but gain the ability to put misfitted bones back in their places, even limbs at times. This allows them to keep fighting at optimal condition even if they were thrown with most destructive force. Warlords of the domain Nurpunu kanasazi are well known for this genetic. If mastered, the user gains the ability to have some degree of self-control and avoid hitting allies. Berserkers are usually used to destroy targets that are extremely durable, as a Berserker's uncontrolled rage raises their strength and allows them to destroy virtually anything in their sight. This makes the Berserkers extremely feared by both their enemies and sometimes their brothers in arms. Some are seen as a bit less than mindless killers in battle that, grotesque that have no other goal in life.

#### Blackfire

Users of Blackfire gene are given control and an affinity over Kûts Saud, also known by other voidics as Death Fire for it's destructive nature and ability to destroy the soul completely. This affinity allows the mastery of Death Fire, which allows one to engulf itself in it, as well as becoming immune to it's harmful effects, use it to enhance weapons with it and even craft weapons out of the fire. The scales of a Blackfire Dreadlord are also often really black, with other colors making them look more grim-dark than some of the Dreadlord. This is a much more spread gene that 5% of Dreadlord currently have. Most famous domains include Rizûti Tihta nuka and Sotizi tnika. There's more abilities for the Blackfire, that allows them to evolve their fire into different forms, distinguished by their color. Golden represents the second stage of the Blackfire, while white represents the third stage, the final and perfect stage being represented by a combination of black and white, that do not imbue themselves to one another to form a grey fire. Many believe the final, perfect stage's colors resemble the Hadoushin's symbol of Taikyoku, and directly connect the fire to it. This, makes the Blackfires an extremely dangerous genetic for both those them, and themselves.

#### Royal

Royals are the Dreadlords that come directly from regal lineage, or have been created by a Royal through some kind of alchemy using their own aura or other means. The royals normally have a "Command seal" that allows them to command other Dreadlords. Commanders and higher are exempt from this command seal however. Royals are much stronger than Captains since birth, going nearly to Commander levels, and with training, they achieve power that is similar lower than Generals, but stronger than a commander. A Dreadlord can be given the title of Honorary Royal and get the absolute same enhancements and abilities that a normal royal would do, but Royals see the Honorary Royals as "Illegitimate" and form rivalries with them. Royals are mostly not part of a specific division, but rather are a caste themselves, that is private only to those accepted.

#### Keepers

Keepers are the Types of Dreadlords that have a certain beings inside of them, as these beings became part of their physiology and have altered them, but the altering has made their DNA perfect, rather than corrupt their DNA. With the beings that are kept inside of them, they receive powers that come from the entity that they keep inside of themselves. The entity may be willing to stay inside the being, or imprisoned inside of them. The entities may not allow their powers to be used at first, or may try to escape, but with time, the Dreadlord either masters their powers or dies, releasing what entity they had in themselves. Killing a keeper also results in the being getting released. A keeper may have two or more entities inside of him, but all of the beings must agree to live beside each other, or the Keeper overloads and dies. The number of abilities and skills one entity may give is unknown but suspected to be as much as the entity wants. Entities that are kept inside of a Keeper reside in the mind of the Keeper and can constantly talk with him, give him knowledge and make deals with said Keeper, allowing for many years of history to be preserved in a Dreadlord.

#### Terrors

Terrors are Dreadlords that have a deeper rot to the manipulation of fear than nearly all other Dreadlords. A Terror is a horrifying Dreadlord, that can put fear even in the most fearless of enemies even simply by their appearance that seems to have been created solely to give fears to those who witness it. Terrors have at their abilities that of their own division plus certain biological abilities. Enhanced strength for their rank is one. Another ability is the production of a biochemical gas inside of their body that creates hallucinations if inhaled by others. They can free this biochemical from their scales, allowing it to spread inside a room or the air. Another extreme power of theirs is the ability to control corpses of dead enemies, as long as they had a soul. However, there's a strain of Terrors that increases their size tremendously, as well as their durability, allowing them to become even more terrifying and harder to kill.

#### Shapeshifters

Shapeshifters are Dreadlords that had the ability to turn themselves or parts of their body in order to mimic objects, persons and shapeshift their body parts into weapons if need be. They weren't able to copy bigger objects than them, but can copy smaller objects in their original size. They can copy the physiology of anything they study, but can copy the appearance of anything in general. They are generally used for stealth missions and are a great addition to the assassins of the Dreadlords. Shapers are rare, only about 0.5% of Dreadlords possessing this ability. Shapeshifters also can copy-cat the ability of those who steal the physiology of and analyzing DNA is much faster for a Shapeshifter than for a Dreadlord, allowing them to gain physical forms and other organs useful for thriving in new conditions extremely easy. They cannot copy the abilities spiritual or ethereal beings but can copy their appearance if seen for long periods of time, as appearance for them is a child's-play. Certain abilities can be seen as having some kind of "proof" against their copy-cat abilities, or have some kind of Most known domain to have Shapeshifters is Yibti ai Wizra.

#### Punchers

Punchers, also known as Breachers are Dreadlords who's hands have grown bigger than normally and have made certain aspects more visible, such as spikes growing out of the hands or having the hands looks similar to that of a shield. Both or one hand can be affected and if mastered, the effects can be toggled on and off safely. Punchers have their unarmed strength increased hundredth-fold and are given training on both how to use this advantage and more unarmed styles of combat to aid them.

#### Centaurs

The Centaurs gene is a well known gene. What it does to the holders is change the lower body of a Dreadlord into that of a horse. Centaurs are often an extremely fast type of Dreadlord, but not the most agile of them all, as their lower body. Centaurs are observed to be extremely good fighters in team as well as developing skills in archery.

## Powers and Abilities

### In General

**Fear Inducement and Empowerment:** A Dreadlord can be empowered by any emotion or sentiment regarding a drop fear. While a Dreadlord is overpowering physically and spiritually without the need of fear on the battlefield, they can get even stronger in the presence of fear. They can also induce it easily either by their own spiritual pressure, their appearance or even their presence alone. However, people that are emotionless are immune, as well as people that have Indomitable Will.

**Indomitable Will:** Each Dreadlord is disciplined, and becomes a very strict being, and learns self-control, to the point of appearing emotionless on itself. They also have immunity to corruption, and are completely loyal to the Dreadlord cause, the Warlord division being the most loyal, no Warlord having betrayed since 1,000,000,000 ( One Billion ) Years. After their Discipline is faultless, only then are they allowed on the battlefield to serve.

**Aura and Life-Force Manipulation:** As a Voidic, the Dreadlords possess extreme amounts of Life-Force, as well as aura. They can manipulate their or other's aura, as well as generating it near endlessly using their Aura Spike Star, as well as detect They can also absorb the life-force of fallen enemies, convert it, as well as creating Constructs made of their aura for a short period of time, as well as releasing their Life-force in a blast, or any form of attack. They use their life-force in almost all of their spells from day to day. They also can infuse their aura, but limited to object. They can trap an opponent with their aura, as well as expand their aura in order to get stronger through various methods and training. A Dreadlord can also use their aura to augment their physical strength, endurance, etc.

While Aura can be inhibited, the only way to inhibit the Aura of a Voidic is to destroy the Spike Star, which is achieved by destroying the Structure, which makes inhibiting a Dreadlord's aura difficult. The same goes for stopping it's flow

**Soul-Bound Weapon:** The Dread-SoulBlade is the trademark weapon of a Dreadlord, and is a part of their soul as a whole and can also be called a manifestation of their soul. It has perfect sentience and can communicate with the Dreadlord if needed.

* **Weapon Proficiency:** Even the Children are given training with their Dread-SoulBlade, and thus, they become extremely proficient with their weapon, becoming a force to be reckoned with. The Mastering level goes to nearly any point, making it to the point they master at least 10 Different forms of combat from birth to toddler

**Energy Absorb:** A Dreadlord can easily convert Energy, such as Energy that comes from heat, radiation, or even life-force and turn it into their own Life-Force, giving themselves a boost in power, as well as several immunity.

**Type III Supernatural Condition**

* **Flawless Coordination:** A Dreadlord can perform any physical act without difficulty, however, they are still prone to injuries of doing the actions that they do
* **Hypercompetence:** As Dreadlords are much more intelligent than most races, they can do most jobs that they are tasked with, as well as doing multiple of them at once

**Mental Regeneration:** Dreadlords can heal their own mind from events that are considered traumatic even to them, and in order to make mind attacks extremely hard, but Unlike **Mental Healing**, they cannot use this on other entities, making this ability useless if somebody else's mind is affected.

**Probability Manipulation:** For them, this ability is more of a warding. Each Dreadlord is blessed by Mercurius and touched by a spark of his power, which manifests as a supernatural warding, making it so that bullets and bolts are turned aside at the last moment, blades fail to strike home, and even the psychic powers of the foe can suddenly and inexplicably flicker away to nothing. Divine beings

**Precognition:**  Can "reach into the Numerology of the near future" to predict the attacks and motion of enemies before they occur.

**Hypercognition:** A Dreadlord can instinctively or with little effort perform complex mental operations that are beyond the capability of a normal human mind, making their mental actions/process of acquiring knowledge and understanding through thought, experience and the senses more powerful than an average person.

This does not necessarily translate into Enhanced, Supernatural or Absolute Intelligence as these mental feats are usually automatic and focused to a single trick, having little to do with deliberate cognitive thought.

* **Hyper-Instincts:** A Dreadlord sees the world in the most optimal way possible, not only that they don't have the limitations of the brain, but also have an organ that allows their instincts to "Transcend" that of a human, making them a race that can use instinct to survive without any trouble. However, Hyper-Instincts being different from.

**Combat adaptation:** A Dreadlord's fighting style and abilities adapt automatically to be equal or superior to opponents style of fighting, whether armed or unarmed, making an opponents attacks useless after the first few strikes.

* **Combat Empowerment:** The more a Dreadlord fights, the stronger they become, making them even more feared opponents on combat.

**360 Degree Vision:** A Dreadlord using his "Ninth" Sense, also known as "The Eyes of the Emperor" Gains 360 Degrees Vision in a radius that is equal to their age by Year/Kilometer. ( E.g. : 1 Year=1Km )

**Adoptive Muscle Memory:** A Dreadlord can copy any/all movements/actions after seeing it performed once, including acrobatics, martial arts, and other physical stunts. With these skills they can become masters and incredible at what they do, by combining what several forms and movements in rhythmic motions instead of using the same thing over.

A Dreadlord can copy how a person aims, giving themselves incredible marksmanship; however, if they wanted to use certain weapons, they would have to watch a person fire that weapon in order to be able to copy it (such as how to fire a rifle, as opposed to how to fire a bow, or how to throw knives or darts).

**Low-Level Telepathy:** A Dreadlord has the ability to communicate telepathically with maximum a Squad ( 8 people at max ), Specifically Dreadlords.

**Durability, Strength, and Speed Infinitum:** A Dreadlord possesses the ability to become stronger, more durable and faster as they train, or from certain items, situations etc. continuously.

**Infinite Stamina:** A Dreadlord has infinite stamina, and they cannot tire, and even spells that produce tiredness are futile, unless Divine Magic is to be used or reality warping

**High Resistance** **and Radiation empowerment:** A Dreadlord's Dread Scales allow them to absorb radiation and enhance themselves with it, by converting radiation into Aura. A Dreadlord Lieutenant saved over 800 Voidics stuck in a ship filled with Nexium that was about to explode and in middle of the rescue explodes violently. Using this, The Dreadlord was able convert Nexium into aura in order to save the others, but after absorbing it all he is killed by it, as it was a way too high concentration of nexium to keep in his body to convert efficiently.

**High Resistance and Electricity empowerment:** Dreadlords can conduct electricity through their body and convert it into aura just like Radiation. This comes mostly from their Dread scales that absorb the plasma and convert it into mana.

**High Resistance and Kinetic Energy Empowerment:** Dreadlords, through the use of Dread Scales have ways of Storing Vibranium, but instead of using it strengthen itself directly. Instead it converts it into mana and stores it into the Dreadlord. Through the Dreadlord, they mana they store can be used later. Same applies to Heat.

**Immunity to Acids:** Dreadlord blood is corrosive acid, which in truth is their aura becoming so dense that it takes physical form that of a liquid that goes through them. Because of that, Dread Scales are completely immune to Acid.

**Immunity to Toxins and diseases:** Dreadlords are completely immune to Toxins and diseases. This immunity goes hand-in-hand with their mythological origins as well as their immortality. As immortal beings, toxins and diseases of any form do not harm them in any way possible.

**High Resistance to Cold, Ice and Frostbite:** Dreadlords using their Dread Scales are Highly resistant to Cold and ice, but cannot empower themselves with it. While highly resistant, they can be frozen completely, but it should be expected for them to unfreeze sooner or later.

**High Resistance to Corruption:** A Dreadlord is able to resist nearly any type of Corruption, going on to the point of being near-uncorruptable beings, with their indomitable will enhances this resistance to corruption. A Dreadlord, specifically a Dread Manipulator, shows the ability to even manipulate corruption in order to destroy it, making Dread Manipulators one of the strongest barriers against corruption for the Voidics, the Dread Manipulators being a very revered division for their ability to protect fellow branches from different types of Corruption.

**Raw Power:** As a Dreadlord, One is able to resist and defy through sheer power alone. A Dreadlord can resist, breakthrough, and may become immune to powers/abilities, laws, natures, illness, etc, through sheer force and strength alone. Sometimes, may even become completely immune to weaker opponents. Stronger Dreadlords, like the General can sometimes defy logic with it and negate durability. However, this ability is limited by the power of the user, and so, the Dreadlord must obtain a lot of strength in order to use it correctly.

**Power Expansion:** A Dreadlord is able to expand their powers in order to amplify it. This is done when a Dreadlord is in perfect shape and their aura is full, a seal activates, that seals a part of their aura, which when unsealed, amplifies their power for a short amount of time. This can be used with the "Overload" Technique in order to amplify a Dreadlord even more. The seal actually acts as a second storage, and if the seal becomes full as well, the Aura of the Dreadlord will enter a state of Evolution, that keeps them alive, but sacrifices the seal's aura that was long stored. However, to full the whole seal can take 80,000 years at least.

**Power Augmentation:** A Dreadlord gets their abilities enhanced as they age, giving them with age, high-level to complete mastery of their abilities and makes older Dreadlords more dangerous. This is very useful, as most Dreadlords tend to last at least a few million years until they are killed in one way or another.

**Supernatural Cells:** A Dreadlord's cells and body tissue would are more powerful than most of the physical entities in the Universe. the cells and tissues are at supernatural levels which access the entire body and just about anything connected to cells. There are at least over 5 quadrillion cells in the human body and more than 590 different cell types and body tissues that each work on particular functions that form.

**Accelerated Aging Process:** Dreadlords, unlike humans, have an accelerated Aging Process, as a Dreadlord would take 10 Terran years to mature, instead of 18 to 20. This allows the Dreadlords to keep their numbers higher and their people stronger.

### Warlords

**100% Muscle Usage:** Dreadlords only use 5% Of their muscles in their life, while a Warlord can use them to the very peak, allowing a strength so huge that they could possibly destroy a planet with ease.

**War Empowerment:** A Warlord has the ability to be empowered when they are on the battlefield alone, or in a war, making a Warlord even stronger in battle over time.

**Absolute Combat:** Warlords have most of the applications of Absolute combat, and are seen as the best warriors of all the Dreadlord divisions, only rivaled in skill by the Sword-Wraths.

**Tactical Genius:** While seen as unkempt savages by some for their brutality and most of their members using only physical combat, Warlords actually are one of the best tacticians and Commanders in the fields of battle. They are the ones that have created the strategies used in the war of The First Heresy. They are highly revered for their strategies and well respected by the Dreadlords.

**Further Combat Affinity:** Through combat, a Warlord may unlock certain powers and get permanently stronger, unlike the common Dreadlord.

**Damage Reflection**: Warlords are able to reflect a fraction of the damage that is given to them either physically or spiritually through their Dread-Soulblades that unlike other Dread-Soulblades. This is done by the Dread-Soulblade storing damage and then when the Warlord strikes, that damage is given back to any object they hit.

## Biology and Appearance

The Dreadlords were a Humanoid Species, initially leading humans to believe that they were a half-breed before humans to discover them as a whole race, but were were nearly no similarities between Dreadlords and Humans, being totally different genetically and structurally, only similarity being their humanoid shape. The Dreadlords were more than twice as tall as the average human, with the females being only a bit less than twice the size of a human as well as much heavier builds, however this can be seen as a result of selective breeding, killing the weak and letting the strong stay. Also unlike humans, Dreadlords were immortal beings that did not age, decay and cannot get poisoned or given any kind of disease, going to the point they must be killed in battle physically, and even then their regeneration makes it hard to kill them. Genetically, the possessed absolutely no similarities with that of the humans, and even after searching the deep roots, there is no connection between the Dreadlords and humans genetically, unlike other alien races that have risen from Human-like genetic material over specific planets thanks to the Celestials, but two of the most notable differences being their ability to take in DNA without to change their own DNA, this phenomena called by Brontes as "Dark DNA Assertion", which allows them to take in parts of the Genetic Code of others and overlay them in other sides that the Dreadlords specifically evolved to store DNA in; and that their Genetic code holds genetic abilities that unlike other races, depends on the individual as a whole as well as the God they worship, going to the point they could cast curses by looking at the eye of a being, to creating 6 more hands, cloning and much more.

The Dreadlord's Body was entirely made out of scales, that were so numerous, that gave the impression that they were wearing armor, or that their skin was made out purely armor, this also coming from the myths, where Nurnitai and K'ush'eah had given them Dragon God Gyze's scales. The Shape of a Dreadlord can vary between Obese and extremely fit. Obese types are seen as rare, but are useful for certain jobs such as guarding, their obesity actually not hindering their defenses as much as it gives impression, while in reality, they can be extremely mobile, but their shape allows an enemy to reach out to them extremely easy, and become an easy target for groups of enemies, making the obese Dreadlords nearly extinct and not a problem for the Dreadlords anymore. Dreadlords possess a symbol that is given at them on birth that represents the family they have been born in, as well as the family they are now in. This is traditionally done as a sign of power and influence within the Dreadlords. Dreadlord Blood is extremely acidic, to the point that it breaks the pH scale regarding toxicity, it as also Greenish yellow at it's "Weakest", when it's least acidic, often met at babies and toddlers, and golden yellow at Adults. Dreadlord Males don't hair most of the times, but genetic variations allow hair to exist on a male, while for a Female hair is much more common. The amount of hair a Dreadlord can possess is very limited compared to that of a human, but it is enough to make a difference between males and females. The most common color of their hair is white, along with jet black. They don't possess any organ that has human origins, but show organs that have similar uses, though in different methods. Dreadlords seem to possess genital organs, the only difference seen is at the Dreadlord Males, who do not possess ball-sacks but possess a tail on their backs that has the semblance with that of a Scorpion. It's mostly hidden within their skin until they allow it to be seen, or it is used as a weapon because of it's size, as a Dreadlord's genitals can get as big as half of themselves. Female Dreadlords don't seem to have any difference to human females, but are still incompatible to getting pregnant by any other species but a Dreadlord. Males share the same problem, as the acid that their "Tails" produce is also corrosive, like their blood, and will most likely kill any non-Dreadlord female they have intercourse with.

Dreadlord's appearance could range from almost anything, but in this case, but they had the look exactly like armors, hence their nickname by other species that have met them as "Walking Armors". Absolutely nothing can predict a Dreadlord's appearance from birth. The only thing that could be known before birth is the "Shape", but no color or final chances are known. Dreadlords are shown to have a symbol on a part of their body, most commonly ranging from their forehead to their shoulders or legs, or having some kind of marks. These can represent their rank, from their clan name, division and even their passions and accomplishments in life. These markings can also be ritualistic, and some of them are key to genetic variations and powers that are yet to be discovered. As Dreadlords don't have facial expressions, thus their only way to express their emotions physically is by looking at the eye color of a Dreadlord, or the color of certain markings around their body. For a star, red symbolizes rage, while blue symbolizes peace. Yellow symbolizes excitement while pink symbolizes love. Green symbolizes boredom and no color at all symbolizes boredom. Dreadlords also can have runes on their body that tells a story, a personality trait, and also, like their eyes, symbolizes their emotions and feelings.

The anatomy of a Dreadlord is more unique, as it combines spiritual energies with that of physical proprieties. Their vessels hold their own life force, manifested as aura, and are connected to their organs in order to make connections and paths to power these organs and allow life force to flow through them, nearly identical to how blood vessels allow blood to flow through the body. The aura they receive from their Aura Spike Star also creates their extremely corrosive blood, which is actually just extremely potent aura that manifested as a liquid into the physical world. Their nervous system is also spiritual, and so, cannot be affected by physical means directly. The nervous system makes a Dreadlord feel pain a lot more than a normal human would, this making it much harder for a Dreadlord to have pain tolerance. ( Which is needed in their society ). The DNA for Dreadlords and its shape is almost never similar to another Dreadlord. Blood vessels, called the Meridians are used to carry the Dreadlord's acidic blood and in mythology, it also carries their life force. Inside each Dreadlord, there's a random number between 10 and 100 Meridians on average, with a higher number of meridians being extremely rare, nearly impossible to observe, no case having been documented since the ancient times. Only extremely old Dreadlords have a chance to possess more than 100 meridians. Having more than 100 meridians is also associated with having ascended to immortalhood. However, there is a meridian called "The Immortal Meridian" 'that contains most genetic material of the Dreadlords as well as their "Blessings" given by the Hadoushin in their mythology.

One of the more notable aspects of the Dreadlords is their adaptability in combat and environment, as well as their immortality. Dreadlords can use their biology to adapt to any environment as well as becoming better at combating certain types of enemies, as they are able to adapt to elements, types of moves and skills such as a swing of a sword and even magic abilities. Dreadlords are also immortal beings, that do not age, cannot be killed by diseases and cannot be killed even by extreme injuries, as a Dreadlord to be killed is to destroy most of the organs that they have in their body. Dreadlords also have extreme reserves of aura and stronger Aura Spike Stars in general in order to maintain them. Dreadlords also seem to have no nose or need to breathe, but have an organ that allows them need be. In Height, a Dreadlord male can get between 12.5 Feet tall and 14.5 tall on average, with some much bigger highest recorded ever being 20 feet tall, while a female may get between 10 feet to 13 feet, with the tallest female Dreadlord being 16 feet tall. Dreadlord bodies are build specifically to have this height and just like humans, they are not slowed down by their massive size. In weight, a Dreadlord male can weight between 50 as a newborn kilograms to 500 kilograms as an adult normally and females have 20 as a newborn and 200 as an adult.

### Organs and Systems

#### In General

* **Aura Spike Star** - And Aura spike Star is the main organ of a Dreadlord, and Voidic alike, and also called The "Heart" Of the Voidic. It's the main source of aura for a Dreadlord and allows them to produce Aura indefinitely. The Aura Spike Star has Spike All around it in order to connect itself, as well was having a bright shine, rivaling that of a true star. The Spikes are used to attach "Strings" To it, that actually are Aura Vessels, much like Blood vessels. They connect to any other Aurical organ, and sometimes they can connect to physical organs. However, because of the Voidic Structure, the Aura-Spike Star can connect Physical organs and force them into the Spiritual world, effectively making them spiritual instead of physical, while having the same attributes that the organ originally had, but enhanced. The Aura-Spike Star is also protected by the Voidic Structure and in order to destroy the Voidic Structure, one must strike beyond physically, but spiritually.

* **Dread-Seed** - The Second Main Organ of the Dreadlords. This is also the "Brain" For Dreadlords, as the Dread-Seed is capable of taking and storing an infinite amount of information inside, and then remember it on need. It is connected spiritually to the Aura Spike star through the aurical vessels and is responsible for the acidic blood of the Dreadlords. Truly, the Acid is just aura so intense that has become physical and acidic. The Dread-Seed is also capable of boosting the Aura Spike star through their connection passively, the dread-seed being the reason that Dreadlords are stronger from birth than usual branches. As the name suggests, this organ looks like a seed. The Dread-Seed is similar to the brain of a human, but has no limitations. Destroying their Dread-Seed not only stops their Aura Spike Star from having a sustainable source, it also erases the memory that the Dread-Seed contained, this however can be solved by adding a second Dread-Seed, as the First Dread-Seed will copy and paste the information into the second Dread-Seed.
* **Dread Scales** - The Dread scales, the very pride of the Dreadlords. The Dread Scales act as the skin of the Dreadlords and make for the best defense that there is available, some merchant even going to the point they'd do anything for a Dread Scale. The Dread Scales have the ability to absorb energy of any kind, life-force and elements. Kinetic Force is absorbed, similarly vibranium, the force is transported inside the Dread Seed in order to be used to produce Aura. The Dread Scales are connected to the Dread-Seed for their main nutrition and needs in general. The Dread Seed also has a special ability, that can analyse the physiology of a specific race, and send it all over the body, copying the genetic codes, and sometimes even organs, basically making them a "Form" of that race, but they can also copy the Genetic code and transform it into Dreadlord Genetic codes, making a Dreadlord organ with the genetic material copied and make it so the organ that was created can survive in the Body of the Dreadlord, receives needed nutrition and has the ability to work as needed. This ability was used in order to survive many of the dangerous fauna's that the more ancient dreadlords have had, but used in another way. The more Ancient Dreadlords analysed the fauna in order to adapt their own organs to create whatever was needed inside their body, in order to survive. This is possible for today's dreadlords, but harder.
* **Midwan** - Midwan, also know as The Power, is the Organ that is responsible for the Overall immense physical power of the Dreadlords, as well as their ability to always grow stronger and stronger. Connected to absolutely every muscle and in a way, spiritually. This allows a Dreadlord to keep on gaining physical and spiritual power indefinently. The Midwan is known for it's ability to not only enhance other organs, but also make a Dreadlord stronger and stronger every second as they train. The Midwan can be lived without, but it is very hard, and those who don't have the Midwan are often left our of service for their division and are Retired

* **Tarakûs kûts** - Tarakûs kûts, also known as the Hyperdeath, is an organ connected to the Midwan. This Organ has the ability to revive a Dreadlord should this organ be intact in battle. This organ also allows Dreadlords to also get stronger not only by excessive training, but by anything that requires muscle use, also making their training be worth a lot more than it would normally be. Can be lived without, but the Midwan will work much harder than it normally does without the Hyperdeath.
* **Ri riatssih Riyiksmi** -  Ri riatssih Riyiksmi also known as, the Ninth Sense, or "The Eyes of the Emperor" is an organ of the Dreadlords. This Organ allows the Dreadlords to manifest eyes in their on the said face on their armored body by concentrating high amounts of aura into two circles that seem like an eyeball, or simply a sign of eyes, making it so they appear to blend in crowds easier, But the biggest advantage of the  Ri riatssih Riyiksmi is that the Organ itself has the ability to allows the Dreadlord to "See" Everything that moves under a certain radius. Under This radius, a Dreadlord can see and feel everything around them, making it near-impossible to sneak up upon a Dreadlord. This organ is connected to the Midwan, and it grows stronger as it ages, making the radius bigger and bigger as time passes. An older Dreadlord can create actual physical eyes with the Concentration of aura, and make physical eyes, like that of a human, however, Dreadlords tend not to make a physical eye, unless greatly needed, or an advantage in making one. The Physical Process is about meta-morphing their head in order to create a place for the eyes, and then connect them to all the other organs. The Physical manifestations can be tampered with just like with Normal eyes, and after their full integration in the system, they can even be replaced with other types of eyes.
* **âhmyinatsa ai zuchjura** - âhmyinatsa ai zuchjura Also known as Serenity's voice or "The Voice of the Emperor" Is the system that allows a Dreadlord to speak, either allowing Telepathy or communication by sound. The voice of a Dreadlord can be chosen and changed at will. While this system is not a necessity , this allows Dreadlords to communicate with nearly any race possible. This system also allows for High-pitched noises and very low-pitched noises, making it so they can speak any language and perfect the pronunciation, if taught.
* **Kanasaza iw ri Akwasiarsosûta** - Kanasaza iw ri Akwasiarsosûta, also known as the Painkiller or "The Wrath of the Emperor", is the Dreadlord organ that is responsible for a Dreadlord's increase in power when they are angry, or in pain. The Organ secretes a substance known as "Yikuti" that then morphs into cells known as "Yikuti pukiw" ( Translated as "Wrath Cells" ). These cells go to the Dread Seed and command it to produce more life-force than usual. It also goes to wounded areas and heals the wound, helping the Lyman cells and reduces pain Dramatically. Warlords have evolved to make greater use of this organ, making them feel no pain in combat, even if they are fatally wounded, and can keep on fighting. After a long use, it will need a break in order to produce the Yikuti Substance in order to work the second time. Destruction of this organ is not fatal, and a Dreadlord can live without it, however, a Dreadlord without this organ is easier to kill due to lesser regenerative capabilities.
* **Ri Akima diâ drasosûtâona** - Ri Akima diâ drasosûtâona, also known as "The Rush Instinct", is the Dreadlord organ that controls the instinct of a Dreadlord. Connected to the Dread Seed, the organ allows a Dreadlord to process the world in the most optimal way, and see it differently than other beings in the Universe, allowing them to make choices much more precise and easier than many other beings. They also seem to have the ability, even without "The Eyes of the Emperor" To Feel everything around a certain area around them, making it an useful tool for when the Eyes of the Emperor do not work in locations.
* **Ri Ari iw Jirai** - Ri Ari iw Jirai, also known as "The Lord of Change" Is one of the Dreadlord organs that exist inside of a Dreadlord's body. The Lord of Change is connected to the Dread Seeds, and allows a Dreadlord to "Steal" the DNA and RNA of any being with such, allowing them to make themselves a "Form" or a "Cover", or even Organs. With this organ, they can infiltrate nearly any society, and copy their organs and physiology. This organ also allows a Dreadlord to adapt to his environment without the need of other DNA or RNA, but rather, the Organ Analyzing the needs, and works with the other organs in order to create a perfectly working system withing the body of the Dreadlords.
* **Tave nulis** - Tave Nulis, also known as "The Love", is one of the Dreadlord organs that exist inside of a Dreadlord's body. The Love is the organ the Regulates the feeling of "Love" Inside of a Dreadlords. It's origins are more mythological, as it's said that Katwia has given them this organ as they initially couldn't feel love. This organ is mostly connected to their Brain, the **Dread Seed** and has a symbol on it. The symbol is shared by two people of the Dreadlords. The matching Dreadlords are destined to be together, connected in a sense. It is possible to live without this organ, but the consequence of removing it is also removing the love of a Dreadlord. The second side-effect would be the tremendous pain that is caused to the other Dreadlord that matches the Dreadlord that has recently removed "The Love". Because of the pain, it's been made illegal, most of the time, to remove it. If a lover dies in battle, then the suffering Dreadlords are indeed allowed to remove this organ, as removing the organ would stop the agonizing pain. What makes this organ interesting, is that the more resistant to pain one is, the worse it hurts, the mythological origins of this pain being that Katwia has created the organ in order to give the Dreadlords meaning, but Muzan the Remorseless has toyed with the organ, and made it so the consequences are vast, before the organ to be given to Mercurius to be established in all the Dreadlords. The symbol that the organ has can only be shared by two people of the same Division. When the people with the organ are at a certain proximity, the organ starts vibrating, giving pleasurable feelings in the Dreadlord. If they are too close, the organ's pleasurable feeling may turn into extreme pain.
* **Secondary Dread Seed**- The Secondary Dread Seed, also called the Maintainer, is one of the Dreadlord organ a Dreadlord has. It resembles a smaller version of the Dreadlord Dread Seed and is implanted in the chest cavity and connected to the rest of the Dreadlord's Acidic circulatory system near the original Dread seed. Its function is to enhance the performance of an Dreadlord by supplying the Acidic Production more and nutrients to the muscles by increasing Acidic flow well-beyond that normally. The Secondary Dread Seed can often save a Dreadlord's life in combat. In the event of combat damage to or failure of the Dreadlord's original Dread-Seed, the Secondary Dread Seeds usually capable of pumping enough Acid through the Dreadlords circulatory system to maintain survival until he can be treated by the Division's Apothecaries.

* **Ossmodula** - The Ossmodula, also called the Ironheart, is one of the Organs that a Dreadlord has inside of his body. This organ, placed alongside the Dread-Seed at the base of it, thus becoming a part of the Dreadlord's endocrine system, secretes a specially "engineered" form of Dreadlord growth "hormone". When the effects of this hormone are combined with a diet laced with microscopic ceramic-based minerals, they act to synthesize the rapid growth of an Dreadlord's skeleto-muscular system which results in an Dreadlord's Vast strength and massive size compared to a baseline human. Two Terran years after the surgery to implant the Ossmodula is completed, the Neophyte Sword-Wrath's skeleton will be larger and exponentially stronger than a normal human's with growth having stopped out at around 11.5 to 12.5 Terran feet (3.3-3.81 meters) in height with an equivalent amount of skeleto-muscular mass. During this time the rib cage will fuse into a solid mass of Near-Indestructible, interlaced bone plates and dread-scales. The resulting structure protects the Dreadlord's organs from damage in a way the normal human skeleton never could, though at the price of producing greater difficulties for the Divisionr's Apothecaries when they must perform surgeries on a Dreadlord's body cavity.

* **Biscopea** - The Biscopea, also called the Forge of Strength, is one of the Organs that enhance a Dreadlord throughout his life. This organ enhances a Dreadlord's physical combat ability and survivability to Greater levels should he live to become a full Sword-Wrath of a Chapter. When implanted into the chest cavity, usually at the same time as the Ossmodula is implanted at the base of the Dread-Seed, this small, spherical implant bolsters skeletomuscular development and density throughout the Dreadlord's body and regulates the Ossmodula's synthetic Dreadlord "growth hormone" secretion levels. This initiates a growth process that ultimately causes the adolescent Dreadlord implanted with the organ to reach the massive height and gain the vast strength and muscle density of the Dreadlord. As noted above, the Biscopea is commonly implanted at the same time as the Ossmodula since it is necessary to successfully regulate the Ossmodula's hormonal secretions and it will also regulate the hormonal changes caused to the Dreadlord's body by many of the other organs
* **Haemastamen** - The Haemastamen, also known as the Blood Maker, is one of the organs that exist into a Dreadlord. The organ exists into a main Acidic vessel like the Aut, the Haemastamen alters a Dreadlord's Acidic biochemical composition to carry a higher concentration of the Dreadlord's Aura and make the Acid even more potent. The actions of the Haemastamen turn a Dreadlord's acid a more golden shade over periods of time, making older Dreadlord's acid more potent, and golden than that of younger Dreadlords. because of its greatly increased potency. It also acts to biochemically regulate the actions of the 2nd and 3rd gene-seed implants, the Ossmodula and Biscopea.
* **Larraman's Organ** - Larraman's Organ, also called the Healer, is one of the Dreadlord organs that exist inside of the body of a Dreadlord. Shaped like the human liver but only the size of a golf ball, this gene-seed organ is placed within the chest cavity and manufactures the synthetic biological cells known as Larraman Cells that were named after one of the researchers in the gene-laboratories on Tsidjak Kûrja where the gene-seed for the first Sword-Wrath True Warrior was created under the directions of the Generals. These bio-synthetic cells serve the same physiological purpose for a Dreadlord as the normal human body's platelets, serving to clot the Acid lost from wounds, but act faster, more efficiently and more effectively. When a Dreadlord is wounded and incurs Acidic loss, Larraman Cells are released by his circulatory system, attached to the Dotitsi Dzana ( Normal Healing cells that re-make Dread-Scales ). At the site of the injury, they form new Dread-Scales in a matter of seconds, effectively preventing massive Acidic loss and infection of the wound. The action of this organ is one of the reasons that the Sword-Wraths are seen as nearly invincible and so difficult to kill despite the terrible wounds they sometimes endure.
* **Catalepsean Node** - The Catalepsean Node, also called the Unsleeping, Is one of the Organs inside of a Dreadlord's body. This organ is existent into the back of the Dreadlord's Dread Seed just above the Okian Yihûrayaki. This Organs allows a Sword-Wrath to prepare more nutrients and boost his own level of aura. When the Sword-Wrath is Deprived of an Aura-Spike Star, or a Source of Aura, the  the Catalepsean Node "cuts in" upon detecting a lower aura level, and boosts them. It also allows the Dreadlord consciously "switch off" certain extra systems of Aura while remaining alive. This ability comes at a price, as prolonged use of this ability can be hazardous, possibly inducing excruciable pain and eventually if prolonged use, losing consciousness.
* **Second** **Preomnor** - The Preomnor, also called the Neutraliser, is one of the Dreadlord organs that exists inside their body. The Preomnor is essentially a second or "pre-stomach" spliced into the Dreadlord's digestive system above the original stomach that allows Dreadlords to eat otherwise poisonous or completely indigestible materials that not even their Acidic blood can melt. The Preomnor is capable of biochemically analysing ingested materials and neutralizing most known biochemical and inorganic toxins, and many others that remain unknown save for their toxic effects. Deadly poisons are either neutralised or isolated from the digestive tract by the Preomnor. The Preomnor can also be isolated from the rest of the digestive tract to deal with particularly toxic substances that a Dreadlord may simply vomit back up later. Often these extracted toxins are rerouted and then molecularly stored in the Betcher's Gland for future usage by the Dreadlord.
* **Omophagea** - The Omophagea, also called the Remembrancer, Is one of the Organs that the Dreadlords possess inside of their body and part of their organ system. The Omophagea is placed into the back of the Aura Spike Star Systems  and then wired into the central Aurical system so that it is directly attached to the Aura Spike Star, It allows the Dreadlord to gain part of an individual person's or creature's memory by eating its flesh. This special organ is implanted between the Aura Spike Star and the Second Dread seed and is designed to absorb information and any DNA, RNA or protein sequences related to experience or memory. This organ thus allows a Dreadlord to literally "learn by eating." Four new nerve bundles are also implanted connecting the Dread Seed to the Stomach The Omophagea transmits the gained information to the Dreadlord's dread seed as a set of memories or experiences. This enables the Dreadlord to gain information, in a survival or tactical sense, simply by eating an animal indigenous to an alien world and then experiencing some of what that creature did before its death. This organ also allows the user to absorb and use the Aura of other beings by eating, giving them temporarily powers of the said being. It is the presence of this organ that is responsible for the various flesh-eating and blood-drinking rituals, many of them being in the honor of their Division God, for which certain Dreadlord and Sword-Wrath Chapters are famous, as well as giving names to Chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant's gene-seed have given some Chapters an unnatural craving for blood or flesh.
* **Multi-lung** - The Multi-lung, also called the Imbiber, is the 9th of the 19 genetically engineered gene-seed organs that are implanted into a Sword-Wrath Neophyte to produce a new True Warrior. The Multi-lung is a organ that has the appearance that of three human lungs implanted into a True Warrior's Dread Seed directly, or directly into the chest, attached to the Aurically Circulatory system that is able to absorb Aura, materials or nutrients from environments usually too poor in any of those  to allow normal habitation. In toxic environments, a similar muscle closes off the lungs, thus Necessary elements are absorbed exclusively by the Multi-lung, which then filters out the poisonous or toxic elements. The Multi-lung has highly efficient toxin dispersal systems
* **Occulobe** - The Occulobe, also called the Eye of Vengeance, Is one of the Organs that the Dreadlord possess in order to enhance them greatly and aid them in their immortal life. This implant sits at the base of the Hatda after being implanted along the Aurical nerves and connected to the Spiritual and so, the physical body and provides hormonal and genetic stimuli which enable a Dreadlord's "Eyes of the Emperor" eyes to respond to the optic-therapy that all Dreadlord must undergo in their Chapter's Apothecarium. These procedures, in turn, allow the Chapter's Apothecaries to make adjustments to the growth patterns of the eyes and their light-receptive cells. The result is that Space Marines have visual acuity that is far superior to that of baseline Dreadlords and they can see in low-light conditions and even darkness almost as well as in bright daylight, as well as all-light or over-luminated spaces, as well as blinding lights.
* **Lyman's Ear** - The Lyman's Ear, also called the Sentinel, Is one of the organs of the Dreadlords that composes a Dreadlord. Not only does this organ's improved inner ear structure make a Dreadlord's immune to dizziness or motion sickness but it also allows True Warriors to consciously filter out and greatly enhance certain sounds over the capabilities of normal human hearing. The Lyman's Ear completely replaces one of a True Warrior's original ears. It is externally indistinguishable from a Dreadlord's ear in size and shape. Lyman's Ear is named after one of the scientists who worked in the the Gene-Labs on Dotitsi Dzana. Because of Dreadlords not possessing an ear, this organ is their ability to hear. Should it be hindered, they will not be able to hear anymore.
* **Sus-an Membrane** - The Sus-an Membrane, also called the Hibernator, is the 12th of the 19 genetically-engineered organs created from a Sword-Wrath Chapter's gene-seed that is implanted into a "Normal" Sword-Wrath to transform him into a Neophyte of an True Warrior Chapter. Initially implanted within the Neophyte's Scales that are on his cranium, this membrane eventually merges with the recipient's cerebrum, becoming a full part of his neural and aurical architecture. The organ's functions are ineffective without follow-up chemical therapy and training by a Chapter's Apothecaries, but with sufficient practice and instruction a True Warrior can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the True Warrior alive for Terran years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or hypnotic auto-suggestion can revive a True Warrior from this state. The longest recorded period spent in suspended animation was undertaken by a Battle-Brother with 558 Standard Years.
* **Melanochrome** - The Melanochrome, also called the Skinshield, Is one of the Dreadlord organs that live inside of them, assuring some of their power and defensive mechanics. This hormonal Organ is attached to the Second Dread Scale. the Organs controls the Dread-Scales in order to grow and multiply much faster than usual, most of the time, the rate being 5 times faster than without the organ itself. The Skinshield also reacts to the amount of aura, energy and nutrients are given, making the Scales darker the less is given, but lightens it when more nutrients are given than enough. This organ also allows a Dreadlord to enter a state of Over-Drive of their aura, making them able to use their aura much more potently, and overload themselves until a certain point. This also allows Dreadlords to charge their aura off Radiation.
* **The Purifier** - the Purifier also known as the no-corrupt , is one of the Dreadlord organs that constitutes their body as a whole. The organ is implanted within the new Dreadlord's "Purification" Systems inside of their Voidic Structure, connected to the aura and physical vessels. This Organ allows the Dreadlord to freely take out the Corruption of their body, as well as other toxins that are erased from the Body of the Dreadlord if other organs won't be able to take it out. This organ is also the way that a Dreadlord is seen as Uncorruptable by others, and this organ is favored among the Dread Manipulators because of their dangerous work with Corruption, in order to fend it off the Territories
* **Neuroglottis** - The Neuroglottis, also called the Devourer, is an Organ that exists inside of the Dreadlords in order to ensure an easier survival. The organ exists within the upper nasal passages and after it is activated, either passively or actively, chewing, tasting or smelling a substance allows a Dreadlord to biochemically test it for toxicity and nutritional content, essentially determining if the substance is edible or poisonous. The organ also allows the Dreadlord to identify extremely subtle odours, allowing him to even track his quarry by smell or taste alone.
* **Mucranoid** - The Mucranoid, also called the Weaver, is one of the Dreadlord organs that exist inside of their body. This organ is located within the central Aura Spike Star system and responds to specific Aurical stimuli in the environment, causing the Dreadlord to secrete a waxy protein substance similar to mucus through his pores that seals his skin. The gland's operations must first be activated by an external chemical treatment, usually self-administered, before it will activate. Dreadlords are cocooned in this way before they enter suspended animation, and the process can even protect them from the harshness of the vacuum of space and other extremes of temperature, particularly deeply frigid environments.
* **Betcher's Gland** - The Betcher's Gland, also known as the Poison Bite, is one of the Organs that a Dreadlord has inside of their body. Consisting of two glands that are implanted into multiple locations inside a Dreadlord's mouth, including the inside of the lower "lip", these two glands working in tandem, This allows a Dreadlord to spit a wad of corrosive acid with the effect of blinding, wounding or even killing an enemy outright. These organ's more common use is to aid in the digestion of unusually difficult or impossible things to digest.
* **Belirisian Furnance** -The **Belisarian Furnace**, also called the **Revitaliser** is one of the many organs that a Dreadlord possesses inside of their body, and makes up their insides in general. It is a dormant organ that connects to both Dreadlord's hearts. In times of extreme stress, or should the warrior's body undergo violent, damaging trauma, it expels great blurts of self-synthesized chemicals -- a hyper-cocktail that simulates the biological action of combat stimulants while also aiding in the rapid regrowth of tissue, bone and muscle. The gland then falls dormant again, and takes some time to metabolically build itself up once more for the next usage.
* **The Black Carapace** - The Black Carapace, also known as the Interface, is one of the most important organs that a Dreadlord possesses inside of their body, and also the organ that protects most of the other organs from harm.. This Auro-active, black organic fibrous material is not an actual organ, but acts as one. It is located Directly under the skin of the Dreadlord's torso and the Voidic Structure. This allows a Dreadlord to directly interface his central "nervous" system with his Dread Seeds and it's systems. After a few solar hours from birth, the material hardens and invasive synthetic fiber bundles that will serve as connection points for Aurical neurons grow inward and interlink with the newborn True Warrior's central nervous system. Note that a Dreadlord needs the Black Carapace to use his Dread Scales to their maximum capabilities. This organ is also responsible for the "Blackness" of the Dreadlords that they possess. Also note that the organ's fibrous material is as hard as the Dread Scales, and is used in order to give Dreadlords Shape as well.

## Highlord Form

A "Highlord" Form is given to those that have already achieved Bankai, and they want to go beyond the limits of their Bankai, and so they ascend their limits by obtaining the Highlord Form. In order to gain a Highlord Form, a Dreadlord must make a Ritual and sacrifice something of themselves to the God of Strength, Tutsatsa. Be it their Loyalty, and worship, be it a physical part of themselves ( An arm, organ, anything that the Dreadlord sees of value ) to sometimes, even their very selves. After the ritual is made, the God of strength will throw great misfortune at them, challenging their mental strength to it's very limits. Next, he will throw at them challenges that the Dreadlord never knew he was capable of overcoming until then. After these challenges are overcame by the Dreadlord, the God of Strength will finally bestow upon them their deserved power.

It's accepted by the Dreadlords that there's only once that a Dreadlord to have a Highlord form, however, it's been proven otherwise, as a Highlord form, like a Dreadlord, "Rank Up". A Highlord form is Theorized to have at maximum Five "Grades".

"Grade 0" also known as "The Boost Grade", that means that a Dreadlord doesn't officially have a Highlord form, but his Highlord form has started to manifest. They must learn how to use this power, and learn to trigger it at will. If a Dreadlord uses the Highlord form excessively without proper training, they will start to go insane from the power, and wreck havoc with it.

"Grade 1" Is the First official Grade for a Highlord form. It's when the Highlord form has finally manifested fully. A highlord form is always about the Respective Division of the Dreadlord. By Example, a Warlord can have either an "Eradicator" Highlord form, a "Revenger" Highlord Form, or a "Star Vader" Highlord form, while a Dread Guard would have the "Celestial Guard" or "Star Vader", While Beastlords would have the "Dragonic Overlord" Or "Revenger". As seen above, a Division can share the same type of highlord form, while other types can be completely unique to the said branch. A Highlord form can be similar to that of other Highlord forms in appearance, while most of the time, a Highlord form is near identitcal in it's abilities that it gives to the Dreadlord. An Example would be a Star Vader's ability to Possess and "Lock" Targets, either using them as puppets in battle of removing them entirely from the battle, or simply gain enhancements from locking them.

"Grade 2", is the Second Official Grade for a Highlord Form. This Highlord form is achieved through Training their control over the Form. After hundreds of years of training their control of the form, and retain high use of it, in order to get used to the form. through it It is unusual for a Dreadlord to become arrogant, and fall to their arrogance, and eventually lose their power as a Highlord, and even their power as a Dreadlord and become "Fallen" from it, some still do, as the second grade brings forth a great deal of power, enough to challenge many entities around the Universe. It is fairly often for a Highlord form to change it's appearance greatly by ranking up, however, there are rare cases in which the Highlord forms changes very little, but still gets the same amount of power as the others Highlord Forms. A Grade 2 Highlord form is mostly achieved by a Captain that has went through at least millions of years of living, and has experience, and controls his own arrogance in order to prevail.

"Grade 3" is the third official Grade for a Highlord form. This Highlord form is achieved through taking the souls of those fallen around, absorbing them and meta-forming them into themselves, effectively making it so the souls become energy for the Dreadlord. However, these souls must be the souls of the fallen enemies of the Dreadlord in order to have any effect. The number of enemies is different for each individual, but in order for the Dreadlord to Gain this grade, it's said they must rip the soul of at least a Million souls of his enemies, in order to achieve this Grade. Because of this, Dreadlords that want to achieve this Grade either wait for a war, or go out of their way and make a war themselves, often making them fall from their true purpose. While 1,000,000 Souls may not sound a lot at times, this is the payment of the Hadou God of Strength for granting such a high grade of a Highlord Form. Many of the Grade 3 Highlords say that the power of Grade 3 is unimaginable even to them, making this Grade's Power unknown. However, that's a lie, in order to mask the true power of the Grade, hiding it from the public. However, a General that has achieved this Grade has stated that the power of this form is near-unlimited in aura, but the potential increases with time. What makes this Grade extremely fascinating is it's ability to give Resistance to Reality Warping, or anything "Outside" The body of the Dreadlord. In Truth, in order to gain this Grade, one must rip the souls of at least 10,000,000 Entities that they believe are their true enemies, the souls of bystanders being useless, and even having the least of denial of one's title of "Enemy", Can make a soul collect useless. There is also the requirement of "Quality", meaning that souls that aren't strong enough, or "Don't have Quality", are useless for the Dreadlord. However, Higher Quality souls than needed will make the goal of achieving this Grade of Highlord form.

"Grade 4" Is the Last, official Grade for a Highlord Form. This Highlord form was only achieved by the Generals, due to obvious reasons. In order to gain this form, a Dreadlord must challenge a Deity and defeat them in mortal combat. If they win, the Dreadlord absorbs the Divine Energy that the Deity possesses, along with it's abilities, and gets powered up by the Divinity along with the new Grade they achieve. However, depending on the Deity's Divine Energy they absorb, a Grade 4 Highlord's form may be weaker or stronger than other's Grade 4, this making the Dreadlords seek stronger Divines in order to gain stronger forms. A Highlord of Grade 4 can keep on absorbing Divine energy from other Divines with the same  rule applied, to beat them in mortal combat. However, as a safe-lock, The God of Strength Tutsatsa has made it so that the power that a Highlord Receives after their first absorbtion is extremely "nerfed" inside the body of the Highlord, not being as potent as before, this making the tactic of "Pick the weak ones then the stronger ones" tactic nearly useless, as they'd be much weaker than those that take out the strong one first.

### Highlord Arts

Highlord arts are secret arts that have been passes to Highlords to the ordinary Dreadlords, that the Highlords have conceived as means of serving the Dreadlord a higher reason rather than a true form. Any Dreadlord can cast low-level spells of the Highlord arts, but high-leveled spells will take time.

Its a form of Dreadlord combat based on advanced spells. These spells are produced with strong Essence and fall into two categories: "The Way of Destruction" For Direct attacks and "The Way of Binding" For battle support.

Highlord Arts are triggered by an incantation. Experienced users can trigger them without an incantation, through the effectiveness of the spell may be diminished.

Most spells are graded on a scale from 1 to 99, spells of the being the most powerful and most difficult to perform. To use a Highlord-Art, the user must recite the specific incantation for the spell, which is often long and requires a few seconds to speak.

The power of a spell relies on the power of the user, as even a low-level spell can be utterly devastating when utilized by a High-Class Dreadlord.

Highlord-Arts can be used for practical purposes as well. A Dreadlord can use a Highlord-Art Spell to light a dark hallway if the spell is tweaked in the right way, albeit with less power.

#### Highlord-Art Classification:

There are three main types of Highlord-Art: Binding spells, destruction spells and Healing Spells

Way of Binding ( Or Binding Spell ): Supplementary spells which can immobilize an enemy or have an effect besides a direct strike. They may seem subtle, but these spells can give their users a tactical advantage when used properly. These are a broad category of defensive spells which block/repel attacks or freezes enemies in place. This class of spells include Barriers and Seals.

Barriers: Focused Aurical Energy  formed into a solid form of energy. This energy can take on many shapes or colors as determined by the user. Barriers are protective in nature, and can be as simple as a barrier only protecting one directing or encompassing all sides of an area. Barriers can be used for containment, and some barriers can be used offensively. Barriers can mask spiritual pressure and can make one spiritually and physically invisible. The strength of a barrier is dependent upon the power of the user. Weak barriers are easily breakable, while strong ones can last for centuries.  Barriers created by noble blood are said to be unbreakable by those of lesser status. Certain barriers can be placed beforehand and activated later, while others require certain artifacts and time to activate.

Seals: Somewhat similar to barriers, but far more powerful and require far more preparation to create. Seals can only be used by those of sufficient Aurical Power and are meant to hold the most powerful and/or dangerous artifacts or beings. Seals are usually hard to break.

Way of Destruction ( Or Destruction Spells): offensive spells which inflict direct damage to the enemy. Their effectiveness differs depending on the user. It is said the effectiveness of the higher-ranked spells are beyond imagination.

Sacrificial Way of Destruction ( Sacrifice Path of Destruction ): A particular offensive Spell that requires the user to sacrifice a certain portion of themselves in order use it.

Turn Way ( Healing Aurical Arts ): These spells do not have known names, numbers, or incantations to cast, and simply heal the target. As the user holds his/her hands above the patient's wounds, his/her palms glow with Aurical Energy to facilitate Healing.

#### Forbidden Highlord-Arts:

A Form of Classifications for Highlord-Art Spells which are considered illegal by the Dreadlords. The use of such spells will commonly result in some form of lengthy imprisonment or worse. Highlord-Arts Spells which fall under this class are those which involve the manipulation of space and time and Highlord-Arts which sacrifices the self.

#### Incantation Classes:

Incantation Abandonment: A Class of Highlord Art Incantation where the practitioner forgoes using a spoken incantation at all. While it decreases the time needed to release the Kidō, it drastically weakens the spell. While anyone well versed in Highlord Arts can use this technique, it is most effective when done by a skilled practitioner, otherwise the spell could utterly fail (e.g. explode in the user's face). The most skilled experts are capable of using this technique to amazing effects.

Double Destruction Chant: A Class of Highlord Art Incantation where the practitioner mixes the incantations of two entirely separate spells together to simultaneously save time and confuse their opponent.

Spoken After Incantation: A Class of Highlord Art Incantations where the incantation is recited after initiating the spell in order to power it up.

Highlord Art is commonly used in instances of surprise attacks, rather than all-out assaults, being most effective when one's opponent does not see it coming. Highlord Art is usable with just the spell name and no incantation or spell number.

## Culture

Dreadlord culture was centered around self-sacrifice, justice, war and their Gods, but higher-ups of their Divisions are more centered around the philosophy of indomitable will and power. They tended to glorify indomitable will and justice however, both as a motive of action and as a state of living. This was because just like their Gods hold a concept, they honor the concept until their very death, and would sacrifice everything in their path in order to serve the God that they were kneeling at. As such, by making justicial acts, increasing their immense will and strength and by waging war, they believe they are closer to their Gods. While this was the case, they never acted out of their own territory, unless there had to be a war, and kept their own acts in their own territory, being a race that keeps to itself and studying the civilizations that meet with them. They also used tattoos to show their affiliation, division or the God that they follow. The tattoos could also be replaced with certain marks mottling or scars that the Dreadlord doesn't wish to heal. More elite individuals were known for putting runes on themselves as well as engraving words on their skin that remain on them even after their skin is ripped off, literally becoming the new way their skin ( armor ) works. Devotional practices for when the Gods called for a bloodletting at prayer times.Shamed Ones were forbidden from attending religious ceremonies.

As Dreadlords grew more successful in their crusades, wars and actions, they began to wield more ancient powers, such as the Dread-SoulBlade, and have gained knowledge of their abilities and origins slowly, as well as gaining knowledge of the Highlord forms. They also start to gain knowledge on the usage of aura, and with divine help, were able to unlock many features. They believed that when a Dreadlord is born, a new star is made on the sky, and with the age, the stars in the sky multiply to represent the age of the Dreadlord, while making a constellation. They also used a ritual called "Tsidjak momna ra", that had the ability to unlock special genetics inside of a person's body. Three types of unlocks were known: Elemental unlock, demon unlock and Hadou Unlock. Elemental unlock is when the genetics of a Dreadlord release elements and allows the Dreadlord to manipulate said elements. Not limited to the stereotypical elements such as earth, water, fire and air, an elemental unlock can go to nearly anything that can be considered an element, or matter. This type of unlock is mostly seen at Dread Manipulators. Demon unlock is when an unlock is extremely strong but extremely uncontrollable. Doesn't have anything to do with manipulation, but rather, augmentation, to a new talent, or a new power of sorts. Hadou unlock, also known as the Rarest, is mostly seen at Generals. These unlocks use power from a Hadoushin in order to be used, and have limited uses at an interval of time. However they're incomprehensibly strong for most beings. These rituals were made by Warlocks. Sometimes, unlocking the genetics of a Dreadlord was a success, and the Dreadlord was glorified and accepted into the more respected Society, other times this failed, which resulted in the death of the Dreadlord. If the Dreadlord did not die, then they become ridiculed, as they see the failure of these rituals as the intervention of their Branch God, and if death occurs, of a Hadou. When Demon unlocks are made, certain procedures are taken as to not endanger those present, such as putting restraints on the Dreadlord while performing the unlock. Hadou Unlocks are seen as the most valuable gift a Dreadlord could ever have, and those who unlock these are considered as chosen for a higher purpose and prophecies.

### Families

Family was noted as being a strong element in the Dreadlord society.  A member of the Dreadlords was typically associated with a family group, known typically as a Miara (Domain) . Some Domains were more powerful than others. In addition to this family structure, the Dreadlords also employed a division-like system, that worked similar to that of a caste, along with sub-divisions and other uses. Love affairs between two different divisions was considered forbidden. In fact, domain loyalties ran deep, and went far beyond simple likes or dislikes. There were a series of ritual statements that a Dreadlord was required to utter as part of protocol from a member of lower ranks to a member of a higher rank. While this was the case, members of one division were not obligated to salute a superior from another division. This was the case with many divisions, such as Warlocks and Dread Guards.

Dreadlord children were raised in caste-specific crèches by designated caretakers, and likely did not know their biological parents until they were older. Their crèche parents named them. Deformed children were killed at birth, but, if the deformity was mild enough, the child was spared. An useful survival trait for these children in order to live through such a harsh and competitive environment was strength and intelligence. Twin births were uncommon events; only a handful of cases were ever recorded by the Dreadlords. In which each was thought to be a portent of a great event. In each case, one twin killed the other as a prelude to a great destiny. Funeral processions were typically carried out in a way that did not preserve the dead, and Dreadlord mortuaries often consisted of mourners that met with assigned Apothecaries that were assigned to meet with them. During such conditions, the apothecary was to destroy the body with fire and get the remaining organs that were still there and give them to the God that the Dreadlord has worshipped.

### Respect

There was a great need for strict discipline and the obedience to one's superior officer. This great belief in discipline and obedience in one's superiors meant that subordinates never contradicted their leaders; they were capable of subverting or altering the will of their commanders, but did not point out errors in that will. They were ultimately over-highly skilled warriors who never retreated in the face of defeat, as they feared this would insult their Gods. While this was largely the case, it was known that certain cases, some Dreadlords did commit cowardly decision. These Dreadlords became Shamed Ones. In times of war, Dreadlords put on themselves special markings that symbolize they are at war, that they remove once the war is over. Some of the markings seem to bear the number of people they have murdered in times of war, as well as heroic deeds they have done.

### Beliefs

Dreadlord's beliefs highly influenced their actions and personality. According to their religion, life is a succession of obligations and only after they completed all their obligations, only then would they be free to die. They thought that if the road is easy, the destination is useless, and only through hardships could they learn, and only with doing mistakes could they learn. They also believed that their pain was a treasure, unlike humans, and thought that the more pain they receive, the stronger they will get. They also believed that only through will can they achieve their most ultimate goal, along with patience. Furthermore, it was believed that the greatest glory was death in battle. This fixation on death varied depending on the circumstances, as dying in the cold void between galaxies was considered a disgraceful death. Consequently, this meant that most Dreadlords fought to the death and thus also meant that other empires that waged war with them had very few opportunities of exploring their powers and technology.  In addition, the priests claimed that they did not ask of others what they themselves did not accomplish, meaning that they equally sacrificed their own numbers as well as *"infidels"*. This was an act of service to their deities, who were believed to embody concepts of the "Box". The Box was a concept that was beyond the concept of the Hyperverse, that transcended transcendence, and even transcendent realities were nothing compared to it.

#### Honor

The Dreadlords also greatly believed in honor, with that subject ranking quite high in the beliefs of certain members of the race. Even under interrogations, the word of a Dreadlord was high, and, if they promised respite to their victims for revealing information, they typically kept their word. Furthermore, the denial of the right to honorable combat was seen as a disrespectful act, and was worthy of demotion in more combat oriented divisions, like the Sword-Wraths and the Warlords. And as a fact, Warlords would even consider a single worthy opponent of fighting a single Warlord at a time, worthy of respect in regard to their bravery as well as their fighting skills. They also had a special hand-gestures that were made in the face of an individual that signified life-time gratitude and which which represented indebtedness and loyalty to another who provided assistance.

### Eating and food in general

In regards to food, the Dreadlords did not eat anything usually, but had the ability to. Only times that they ate something was to gain it's memories in order to survive. There were also types of food that were specifically made to stimulate growth and speed of aura, that Dreadlords eat without the need to achieve survival tactics by eating, but instead still gain strength. Some foods also slowed down the weakening process that "The Power" Organ had, allowing a Dreadlord to stay away from training more by eating these foods, and enjoy some time with their own family, but do not need to eat these food in any way. Truly, they held no great joy of eating and thus felt indifferent about gastronomic tastes. The only exception of this was if the enjoyment came from an event such as the slaying of a great beast during a ritual.

### Wartime

The Psychology of the Dreadlords during wartime was based around spying on the enemy, gaining data, studying the enemy, as well as their habits, arts and even culture, religion, anything ( which is a thing they do outside of war, to gain information about races before to make contact with them ) and afterwards used a balance between both attack and defense. When they attacked, they were using high level of aggression, while in defense they could be seen using one of the best tactics against any enemy. This made them dangerous and unpredictable enemies. They were often encouraged by an enemy's resistance to them and tended to see such foes as worthy of fighting. Internally, the Dreadlords greatly believed in the concept of training and competition as a means for stronger generations and breeding strength. But as side effect, this resulted in many domains trying to gain strength and more privileges than other domains, often escalating infighting. They looked down upon the concepts of revenge, but had no reservation when it came to using aggressive emotions. This often meant that Dreadlords engaged the enemy head on. In defeat, a Dreadlord would engage in rituals to re-attain their glory, which was a source of the Dreadlord's pride. This aggressive and warlike nature meant that they did not have remorse for doing a war. However, because of also the nature of Dreadlords, they always have to find a reason to go to war, not going to war for petty reasons. They had the concept of peace obviously, but unlike many other culture, in their very language as well as their beliefs, a peace made to stop a war meant the willing submission to a conqueror. Furthermore, within their society, the use of profanities meant that the individual in question was capable of calling out a blood challenge to his opponent, also known as a Kaggath, where the two would fight in a battle to the death, the winner taking whatever the fallen one had and was given rights to whatever he had, with the exception of living beings, such as pets. The Kaggath could also be declined without any consequence.

The Dreadlords, thanks to their Gods that were said to have told them to advance further and further, created futuristic technology that many humans living in the 27th Century think it was Science-Fiction. They had a love for technology, while other divisions like the Warlords didn't care for technology and saw it as a mere limitation as well as an imitation of the power that resided within an individual. Some, more gifted Dreadlords such as Brontes Larraman said that only technology will allow them to study more about the Universe. Even with their technology, Dreadlord believed that fauna and life of a dimension or planet is sacred to some degrees and should only be disturbed unless needed, which is why they tend to make their own dimensions in order not to disturb others.

The species possessed a saying: *"Let the enemy fight"*, which was one of the aspects of their racial psychology. They often expected combat and arranged ambushes for their enemies, after which they baited targets into their traps. Their interdiction forces often remained outside their designated routes in order to jump onto a target, thus trapping them as a type of ambush. Another saying included *"A fleet that fights two battles loses twice."*

Ultimately, the Dreadlords' Early relations with other species were that of neutrality, based on punishing "Sinful" races as they felt these were unworthy to live. Those that managed to impress the Dreadlords in wars, however and were considered worthy were allowed to be provided a clean death.

Despite some elements of their society which were seen as being barbaric, the Dreadlords revered life in itself. According to their religion, they had to prove themselves worthy creations of their deities, and if they did not do so then they would be destroyed—after which they would be replaced by a more worthy species. Their beliefs stated that this had happened One time in their religion, with a new species created, leading to their creation by their Hadoushin.

In a post-war period, Dreadlords become deeply spiritual and enter a state in which they meditate most of their time and gather their thoughts. Meditation after a war is seen as a way to speak with their Gods that the war is over and they have won.

### Writings

Dreadlord Writings are Completely Runic and spelled in different ways. There's said to be about 340 variations of Dreadlord Writings. The oldest known language is called Zûtahori Rirzyia and the latest language being called "Modern Dreadlord". Some of these writings have merged on Earth and have given birth to Nordic Writing. Dreadlord writings are the reason that Dreadlords can conjure magic through their words and in some cases even a simple letter could mean something magical.

### Art

Art in Dreadlord culture was almost at all times about important moments in history, mostly about heroic deeds as well as persons of history and in command. Art could also be bought much like how humans could, and even commissioned in exchange for something else or currency. Art is done in any color and is done mostly on walls, but can also be done on bigger pages. Tattoos are also considered art as they also express something.

### Architecture

Dreadlord Architecture has a lot of things to do with gold-like colors combined with black and white around it. Shining elements are used at all times with black or white putting them in evidence, especially . In more ancient times, similarities to the Greek and Mesopotamian architecture, having huge fortresses as well as having established rules of height principles much similar to the Greek's principle of height, but adjusted to their own height. Art was often put on walls to represent important battles as well as glorious moments. Cathedrals and temples as well as small buildings were made using polylithic architectural procedures while bigger buildings are using monolithic procedures. Towers were also made monolithic. For temples, worshippers had 3 areas that they could access, while priests could access those plus two more. The Tnirma is tsakwia (Outside temple) that had a garden with pillars around it, âtiru tsakwia (Inside temple), where the worshippers were allowed to look at stories of the Hadou as well as paintings done, as temples also served as museums. The third area was the Statue, where a worshipper puts their offerings to the said God. Priest areas had the meeting center and then they had the ritual-chamber, where the priests were using the offerings in order to appease the Gods. Castles were always surrounded by two walls around them. The first wall was used in order to defend the servants first and the second wall to defend the castle on itself. Houses were always extremely tall and monolithic and housed many more families

### Symbolism

Symbolism in Dreadlord culture is extremely important culturally-wise as well as in the daily life of the Dreadlords. Certain symbols would refer to where to go in certain situations, such as in cataclysmic cases, or in ceremonial symbols in order to show a pathway that only they would know where to go through the symbols. Symbolism was also present through items on paintings on individuals. For Warlords, having one of their horns cut in a painting means they were war veterans and have went through many burdens, however if both horns are cut, it means that the Warlord has passed away in battle. If there's a torture item beside a character in a painting, it means that they have died in unimaginable suffering and torment, even if it wasn't caused by torture. If they were in a kneeling position, it means they were in the cause of the Emperor for a long time and had abandoned his past to do so, royal guards being the most portrayed in this case. Having a shield in their hands meant that they were great defenders, while having a sword meant that they were either great conquerors or great swordsmen. Staffs in the hands of a character in painting often meant that they were wise people, or that they were once priests, Sorcerers being the most portrayed with staffs. A flame that resides on their chest means that they have died and were traditionally burned. If they had a sword or a weapon in general impaled in their chest it meant that they were killed by the enemy without their body to be ever found, however if the blade was in his neck, it meant that the enemy was a traitor.

## History

### The Beginning

Dreadlords were firstly created through supernatural means by Mercurius when the Hadou wanted to create a race to worship them after the first race they made before time, the Tanichi Lords ( Lords of happiness. ). As the Lords of happiness had no oaths to bind their power and were careless, always in the pursuit of happiness and freedom, the Hadoushin saw this and have bound the Tanichi Lords to oaths, but they did not want to be bound by any oaths and wanted freedom. They revolted against the Hadoushin, the only Hadoushin that they remained loyal to was Katwia, also known as Marie. They prayed for her to save them and allow them to pursuit happiness. She speaks to all the Hadoushin but to no avail, as they saw the Tanichi Lords as flawed, too strong and too carefree to exist. Mercurius sides with Marie in this case, as he loved her, and saw great potential in the Tanichi Lords. However, the other Hadoushin did not agree. So, the Tanichi Lord's Rebellion happened, known as "The Heresy" happened. To counter this without to interfere directly, the Hadou Gods created the Dreadlords and used them to fight the Tanichi Lords. Eradicating the Tanichi Lords, the Dreadlords become the new Race to worship them. They were put under oaths and binds to their power and instead of happiness, they sought to be the best of themselves through passion, strength, power and victory.

### Aftermath

Dreadlords, after their victory against their so-called "Ancestors", they were given a separated planet to use by the Hadoushin as the planet they used in the war was ravaged. The planet they were given was called Ri Iroi, and from there, they were challenged in strength by creatures that were made by the Hadoushin through the resources of the planet, creating monsters through their powers to rival the Dreadlords, predate them and attempt to kill at all times. With these monsters, they made sure that through evolution, prayers and willpower would be their only salvation. Only through being restless, in order to achieve victory. This way of doing things made Dreadlords extremely self-aware as well as aware of their surroundings and always in the search of outdoing themselves, to always improve and always be better than others. This also caused a lot of pride, that even in defeat, it was not able to be shattered easily, as Dreadlords in this time tended to use defeat as a source of power.

After they overall destroy all lifeforms on Ri Iroi that threatened them, they start populating at higher rates and building at much higher rates than before, and after thousands of years, Ri Iroi is exhausted of it's resources, thus Dreadlords colonize the planet nearest to their sun, called Ri Noi. Using the Resources of Ri Noi, they create a kind of Dyson Sphere around their sun with their magic, extracting the energy it created and using magic to store it and use it. After a few hundred years, two Dreadlords, brothers by the name of Rordtina tnuti and Nûrkûhi mnamazi discover in their genetic odd sequences that held meaning behind them. They seemed useless and somehow, inactive. After a few years of this discovery however, they manage to activate the genetics and both gain powers unseen before. Rordtina tnuti, the first to awaken the genetics, had powers over life-force as well as the moon. Nûrkûhi mnamazi however gained powers over the sun. This discovery soon lead to more, as high numbers of Dreadlords developed such genes, all different in ability, and some showing literally the same powers, but with modified parts. After this discovery, Dreadlords became much more focused about their magic and genetics. After this discovery, Dras Shatata, a Dreadlord Royal and Commander of the Dread Guard falls into Corruption and takes many of the captains into corruption as well. However, this corruption was self-made, not by somebody else or actual corruption that the Dreadlord were fighting. Similar to the Tanichi Lords, wanting the relieve of oaths. He goes against the Generals and creates The First Heresy.

### The First Heresy

In the Heresy, the Dreadlords are split in two completely different factions. The first nation consisting of the loyalists and the second, the Heretics. The Heretics taking large ground and abolish religion and become known as "The First Darkened Ones." The Loyalists are always on the offense and attempt to crush the Heretics before to spread even further, but less than half of their attacks were too rushed and therefore these attacks were shrugged off. However, after Warlords took command of the war, the side became much more advantageous to the Loyalists. No Warlord has ever committed heresy, therefore all warfare knowledge resided with the Loyalists. With the help of the Generals, the Sword of the Empire and their faith in the Hadoushin. Most if not nearly all of the heretics are burned, however certain heretics survived. These heretics transformed their bodies to look different from their counterparts and called themselves "Darkened Dreads". Dras Shatata is killed by the Sword of the Empire through ripping the Dread Seed out of his chest and then ripping all of his organs one by one. His body is exposed in the first museums that the Dreadlords created.

## Magic

Magic, not to be confused with Highlord arts, is magic designated and focused around the use of Life-Force ( Or aura ) instead of Mana, which is called the "norm" for Voidics as a whole. Magic is said to have come from Hadoushin Mercurius once he created all of existence. Most Dreadlords are born with the ability of magic already unlocked, while the Warlord Division has to unlock it through meditation or some sort of trial. There's special cases in which a Dreadlord has no type of magic, but instead has another kind of power that substitutes for it, no recorded case of which a Dreadlord without magic hasn't had some kind of power to substitute for it's lack. Most of the time, Warlords are titled as magicless after they do the trials to unlock the magic that they supposedly had within them, but instead had a substitute power. Dreadlords are known for using Words of power and magic seals. Certain environments give advantage to certain magics as well as enhancing them. These grounds are usually used for meditation purposes and training with these certain magics and are usually used by weaker Dreadlords, as these training grounds become less and less effective as the magic of a Dreadlord gets stronger, but are also known for using magic items to enhance their power as well as training purposes. Dreadlord or Voidic magic uses Life-Force. As a Voidic's life force will always keep regenerating from their aura-spike star, most of the lower spells do not affect them, while higher-level spells can put lower-level voidics in danger. If the user has low-life force and performs high-level spells, cases of Aura Spike Star Supernovas have been reported many times, as well as types of fatigue and even losing the magic they had. As such, magic is sometimes given limitations and lower-ranked Dreadlords are given only the low-level spells, restricting and forbidding the knowledge of higher-ranked spells. Certain substances have shown to be able to awaken certain genomes in the body of a Dreadlord, sometimes resulting in new types of magic.

Dreadlords access their magics through Communication, be it physical such as hand seals, dances or even gestures of hands or the whole body and even verbal, such as Words of power or even thoughts. Recipes are not used, but rituals are. Any words they say to create a magic spell, dance they do or thought has to be perfectly in sync with what they want to do, or else the spell fails. This means that they have to believe in what they speak or do will happen first.

Dreadlord Magic is split into more categories: Seal Magic, natural magic and ritualistic magic. Seal magic works by adding magic seals to the magics that the caster wants to create. When a caster wishes to make magic, they must be in perfect balance with one-self as well as having a clear mind, without emotion even. After such, the caster may do what magic they desire. Seal magic is seen as stronger than natural magic because of the seal's propriety to enhance spells. Because of that, novices always firstly learn seal magic in order to make sure that they do not fail miserably, making a fool of themselves, while also putting their lives in danger. Seal magic is easier to do, because the seal's propriety to enhance comes from the easier channeling of energies. In plus, the seals have the ability to take elements from to environment as well as life-force when needed, as not to waste the caster's own resources. For seal magic's subcategories, Scrolls, or items that allow magic also count as "Seal" Magic, as seal magic in it's prime definition is a magic made for beginners or people that can't normally do properly without an item or seal. Runes are not in this category, but rather, ritualistic magic because runes in Dreadlord culture are made through rituals that give them the desired power by giving the exact name in one symbol on a stone or a special material, to either store power or enhance it depending on the material. Seals can be used to other body parts, such as the eye, in order to enhance a certain effect.

Natural magic focuses in doing the most raw possible variant of a magic and most natural, without help of a seal or a ritual. While seal magic is seen as stronger, natural magic has many more advantages and in the end, a skilled user of Natural magic could easily beat any master of Seal Magic at nearly anything magical. This is why seal magic is sometimes nicknamed as "Beginner's magic" Or sometimes "Beginner's luck" for their sole existence that was created for the newbies for Dreadlord magic. For natural magic, unlike seal magic, emotions are greatly needed and can allow huge increases in the power of a spell. Natural magic's main categories lies in magics that can be virtually anything and can be done without seals. Natural magic's subcategories are vast, going to **Eye magic**, the manipulations done by Dread Manipulators, also called **Manipulation magic** that is made through dances and certain positions that "Scream" the said manipulation to be done. Each Dread Manipulator has his own way to make the dances, and dances cannot be copied in any way whatsoever. Another Subcategory is **Instant** **magic** which are spells that are done without any required time to cast or any incantation. Being the most raw possible variant of magic, all other magics derive from this. Being raw also means that it can get stronger as the user gets stronger, much like Highlord arts, some people even suggesting Highlord arts were a combination of Ritualistic magic and Natural Magic.

Ritualistic magic is when incantations are used, as well as long and time-consuming spells are done by the sacrifice of something, be it a life, be it an object or runes that the imbue with magical power. This is the hardest type of magic to be done as it's extremely time-consuming, as well as time-wasting, while even one wrong step can end up chaotically destroying anything in large diameters, but in the same time it can be considered the strongest kind of magic that Dreadlords are capable of. Ritualistic magic is mostly met by long incantations in combat, while outside of it it is met with sacrifices that require certain items and objects that are either rare or extraordinarily-looking depending on the ritual. Ritualistic magic's subcategories are only three: Incantation magic, Runic Magic and Sacrificial magic. It is to be mentioned that incantations are the least dangerous type of Ritualistic magic, as if not done right, incantations are mostly harmless, but a few actually can be devastating, and misinterpreted and summon otherwordly beings, and in some cases, a Tenma or create undead creatures. Sacrificial goes to a step further in destruction, as the consequences can exist even after the sacrifice, such as a trade, that can range from mental sanity, a limb that one cannot heal, blindness regardless of the Eyes of the Emperor and other outside factors.

### **Cultivation**

Cultivation is the process of improving oneself and growing powerful, cultivating the soul. This is accomplished by cultivating one's life force and power of the soul. and training in martial & mystical arts. The ultimate goal of cultivation is to become an Immortal or attain godhood. Each individual Dreadlord has their own mystical art in order to cultivate their own soul and life-force from the Dantians, which is the region in the body where a Dreadlord's life force is concentrated. There are technically three dantians without the soul, these being the two dread seeds that a Dreadlord possesses and their Aura Spike Star. While this is mainly used by Dreadlords, any race that has life force or a soul can do it if they're taught a system or self-teach from learning about cultivation. A Dreadlord can earn a promotion just by becoming stronger in the art of cultivation, as **Cultivation** **is a main factor of Dreadlords and is overall the first type of magic that all Dreadlords agree to as well as a main reason to why Dreadlords train so much in styles of fighting, both mystical and martial, physical.**

#### **Soul Realm**

##### **Life force Condensation**

Life force condensation is the first stage of cultivation. Cultivators condense the life force in into a "Sea" inside of their body, also known as a Core Sea. In modern times, there's nine levels of life force condensation, with the ancient times knowing even fourteen levels.

The first level increases a Dreadlord's power over the "Normal Dreadlords" -Base Dreadlords. The second level increases magical and physical power again and now one can start to learn/practice Immortal Skills. Third level, like the other levels before it increase stats and magic abilities. Fourth level increases gives an even stronger boost in power. At the fifth level stats and magical power are increased once again. At this level, one can learn the ability of "Wind Walking" ( limited flight. ). At the sixth level, again, the stats are increased. This is the fist time that Spiritual Pressure comes into play and the ability to crush their opponents with it. Seventh level is nothing new, just an increase in stats - magical prowess. Eight level just like the others, the usual increase in stats but from this point the magic abilities reach another level in power. The ninth level, again, an increase in stats – magic abilities but this is the limit of Modern Cultivator before trying to step in Foundation Establishment while for the Ancient one fourteenth was the limit.

As for the ancient levels, the tenth level, it strengthened the body – this only increases the body. This level is "Against the will of the Star of Heaven.", cutting the connection between their Aura Spike Star and cutting it off from their body in the form of a dantian that gave them strength. This, was a very dangerous level as without a connection to their Aura Spike Star, a Dreadlord would soon die as the Aura Spike Star regulated their meridians and the flow of their life force. The process of dying could only be slowed or even stopped for a long time only by actively controlling one's flow of life force through their body. This connection had to be remade at the fourteenth level before the Dreadlord was to die.

The eleventh level refines the Core Sea, allowing for future boundless progress in the base of a Dreadlord. The core sea would spread inside all of their body, guided by the Dreadlord and their will. It makes it harder for a Dreadlord to reach Foundation Establishment by going through the eleventh level, but with this level, one would be at least twice as strong as someone of the same stage when they reach the Foundation Establishment.

twelveth level creates a sea of perception. In modern times, cultivators who broke through from the life force Condensation into Foundation Establishment would form a **Sea of Perception** from nothing. Usually, this type of Sea of Perception would not be very large. It had nothing to do with latent talent, but rather with the method used. Obviously, the larger the Sea of Perception, the more power it could wield, and the more boundless the cultivator’s Spiritual Sense would be. In ancient times, cultivators preferred to break through to Foundation Establishment in the twelfth level of life force Condensation. This is because the twelfth level is when the Sea of Perception opens up. By practicing Cultivation in this fashion, the Sea of Perception would be far more powerful than others of the Foundation Establishment stage.”

Thirteenth level allows one to steal luck from the Star of Heaven by increasing latent talent. In the instant that the thirteenth level is achieved, the latent talent in one which enabled them to practice Cultivation suddenly changes, which is only noticeable by the user only at first, but if one was to measure the talent in one person that has achieved this level, they could see it was no longer average.

The Fourteenth level is the last level of the life force condensation stage. It gives the user the ability to re-connect themselves to their Aura Spike Star and make them half a step to the Foundation Establishment stage.

##### **Foundation Establishment**

*“The gap between the **Foundation Establishment** **stage** and the **Life force** **Condensation stage** is like that between the sky and the ground and is something that will never change. With the exception of some unexpected event which goes against the will of the Hadou Gods, it would be **impossible** for someone of the Life force Condensation stage **to kill someone** of the Foundation Establishment stage.*

*A contest between the two would be like a fight between an infant and a strong man. Even if the strong man were weakened somehow, he could still slay the infant with the movement of a hand.”*

*-Dreadlord Sorcerer Commander Lorenz Kermez*

The Core Sea of the life force Condensation stage condenses into the first Soul Pillar. This sets up the user's future Soul Foundation. After reaching **Foundation Establishment** they will obtain a **spiritual sense** and obtain **a cultivation soul,** which is an advanced form of the Dreadlord soul, that furthers their power. There's four stages. The first stage, the early stage, that consists of one pillar up to three pillars, the middle stage, with 4 to 6 pillars, the late stage having 7 to 9 pillars, the Pseudo Core Stage having 9 pillars and the Perfect Pseudo Core Stage having 10 pillars

There are also other types of pillars, depending on the number of cracks that they possess.

Fractured, meaning more than two cracks per Soul Pillar; Cracked, meaning two cracks per Soul Pillar. Flawless, meaning one crack, and the perfect stratum, that has absolutely no cracks. to enter the Perfect Pseudo Core Stage, one had to have a perfect stratum or go through the tenth level Life force condensation.

Cultivators who establish their foundation obtain a spiritual sense, their core sea is condensed into a Soul Pillar which is a hundred times more powerful than Life force, and they obtain a cultivation soul. After reaching this Level, **Flight** is possible.

As for the benefits of a perfect foundation; It Cuts the Cultivator off from the spiritual energy of the Sky and the ground; they can only absorb spiritual energy from medicinal pills or other places where spiritual energy has been accumulated. Perfect Foundation Establishment Cultivator can cultivate in areas with accumulated spiritual energy. Can **exert crushing pressure** on all other Foundation types, to the point of even complete destroying lower ranked Soul Pillars. Once a new Soul Pillar is almost complete, it will suck in energy uncontrollably. If there is no other source of energy, it will absorb the life force of its own Cultivator and eventually kill them. At this point, the said Cultivator need to search for other cultivators and absorb their energy, stealing the other's cultivation and cultivation base in the process.

##### **Core formation**

**The Pillars** formed in **Foundation Establishment**melt and become **a core**.

There's multiple types of cores and colors to them:

* Gold (Perfect)
* Violet (Best)
* Orange (Moderate)
* Green (Moderate)
* Crimson (Moderate)
* Mixed (Worst)

Core Formation Cultivators can use the Life force Core to make magical techniques reach the pinnacle of power.Different Cores would produce different Core life force. Of course, the higher the level of the Core, the more likely it would be to produce Core life force, and sooner. Obviously, the Core life force would be much more powerful as well.Generally speaking, among Cultivators with a Violet Core, ninety percent would be able to cultivate Core life force in the early Core Formation stage. For Orange, Crimson and Green Cores, they were monochromatic Cores, and would generally produce Core life force during the mid-Core Formation stage.Regarding Mixed Cores, they contained a variety of colors and were the lowest of the entire stage.

Since a Perfect Gold Core is above a Violet Core the Core life force produced by a Gold Core must be stronger.

Some cultivators are able to bring out the superior power of the Violet Core out of a lower level core such as Orange Core in order to cultivate Core life force earlier.

Core life force are able to employ techniques that take on a scenery such as mountains, rivers, and a Starfield. It can also use techniques that match the color of one's core such as the techniques used by advanced cultivators. It can also be used by special objects imbued with the power of a person's aura such as a mask.

There seems to be a positive correlation between Spiritual Sense and the Core life force. It should be noted that "The stronger one’s Spiritual Sense is, the stronger the Core life force will be. With Core life force powering magical techniques, the result will be even more shocking; the ability to deduce the ultimate form of his techniques far surpassed others." It seems comprehension towards deducing techniques and Core life force are strengthened with a higher Spiritual Sense.

##### **Nascent Soul**

Nascent souls are Cultivator souls that divided itself into the five main elements that compose the Dreadlord realm

The Nascent Soul of a Nascent Soul Cultivator is based on the five elements and is divided into five colors. A Four-Color Nascent Soul is actually considered the ultimate. With a Flawless Foundation and a Violet Core, along with a One-Color Soul Procurement Pill, then it’s possible to add one more element. Only those who have entered the Nascent Soul Stage are able to cultivate **Divine Abilities**. An infant or miniature person and resides in the Dantians, mainly the Aura Spike Star's area, typically sitting in a meditative position. The Nascent Soul can travel outside the body and is like a second life for cultivators – if their main body dies, their consciousness can continue to exist in the Nascent Soul.

##### **Spirit Severing**

Spirit Severing is known as a process in which Soul enlightenment grants the user the ability to sever something from their soul. It can be anything, from love, their body or daytime. It is known that they can sever they soul up to three times. After the third severing, if they are successful they will officially step into Early Soul Seeking. If they fail, the user will will either die or if they survive they will be stuck at the Third Severing until they are killed or die from another cause.

After severing a Soul Law from oneself, one can use a domain related to said Soul Law. Each Severing can come with a Sever Treasure if the Soul Law severed is profound enough. A Soul Law is the truth that the user discovers by severing aspects of his soul. It is basically the enlightenment of the soul. Soul Laws are the truth behind the user's soul and the force that dictates their soul.

Depending on what was severed in Spirit Severing can determine how powerful that person will be within Spirit Severing.

##### Severing Type (Type of Soul Law)

* Regular/Mortal Blade (Normal Soul law)
* Heavenly Blade (Great Soul Law)
* Mist Blade (Own Soul Law).

##### Stages of Spirit Severing

* First Severing
* Second Severing
* Third Severing

##### **Soul Seeking**

***“The reason why it was called**Soul Seeking **was that the body of the Cultivator**contained a Soul Law**. Within the three Severings of the Spirit Severing stage, one’s Soul Law was discovered, then questions arose…. Once the Soul Law was solidified, then one was qualified for Immortal Ascension.“***

*Unless… doubts arose during Soul Seeking. Then the Soul law vanished, and the body perished. Everything became emptiness.*

*There is a saying that once enlightened, one can die happy. That is how one could describe the Soul Seeking stage. Once enlightenment was gained, and one’s own soul law was solidified, then one could smile even in death.”*

After gaining enlightenment for the Third Severing and successfully severing it the user will step into Early Soul Seeking. The Soul Seeking stage involves seeking to further understand the soul one has been enlightened on in Spirit Severing. Seeking Seeking cultivators are capable of summoning natural laws related to their soul and utilizing it through their abilities.

##### Stages of Soul Seeking:

###### '*Normally'*

* Early
* Mid
* Peak
* Half Step to Immortality (Generate Immortal Aura)

###### '*If Third Severing is Mist Blade Severing'*

Soul Seeking (Is Early, Mid and Peak Soul Seeking, and Half Step to Immortality at the same time)

#### **Immortal Realm**

The Immortal Realm is where every Dreadlord that starts to generate Immortal Aura. Their Aura becomes undying as their soul law has been fully enlightened and with this they can start to fully cultivate what flourishes through them further, their meridians. The power of an Immortal Realm user is high enough to shatter entire galaxies if they actually tried, or even more as they further cultivate their meridians. With the cultivation of the Meridians, they can start using as much aura as they use, as efficient as possible and allows them to further cultivate all their gifts and latent talent to unseen levels. As the Immortal Meridian is the main component of all the gifts that a Hadou God gives them, this stage of cultivation allows them to learn the truth and mechanism behind their gifts further, while increasing the skills' efficiency and effects on itself.

##### Types of Immortals:

* **False Immortal** **-** (Can't cultivate meridians)- Worship another's Dreadlord idol, depending on him to create changes in their meridians. Are much weaker than true immortals and can be taken advantage of by the said idol easily, using them as pawns or merely taking gifts from them as he desires, giving nothing but more raw power in return. The soul of a false immortal is replaced with a vessel soul for the idol to control at a whim, as a means for the vessel to conform to the soul of the idol. A false immortal's soul is destroyed, as is the law, making the need of a True immortal to worship, in order to remain alive.

* **True Immortal -** Achieve ascension to the immortal realm through fighting the Immortal Destiny, or by eating the illumination vines, or force one's own immortal ascension through sheer willpower.
* **Ancient Immortal/Immortal -** Must force their immortal Ascension (Corroboration of own Soul) and have 123 meridians. Each additional Meridian above 100 is an extra Immortal Soul. 123 Immortal Meridians is Perfect with 33 Immortal Souls
* **Immortal Paragon -** Ancient Immortal that has obtained a Fleshly Body. A Fleshly Body is a body that keeps growing scales on it, as the name suggests, as the scales are the flesh of a Dreadlord. Normally, a Dreadlord would have an exact number of layers of scales, but an Immortal Paragon keeps getting more and more layers of scales as their life goes on, without the need to do anything. A Paragon's blood also becomes crimson red, instead of the normal gold. This allows them to extinguish the Prime Lamp in the Transcendent Realm. In order to achieve this, all the Great Circles of the Soul Realm must be completed

##### False immortals

*“They don’t have their own Soul, and yet, they refuse to die. In their unyieldingness, they conform themselves to the Soul of another and use that to become Immortal. Some people would rather die than become a false Immortal who belongs to someone else. Others, in order to avoid death, will pay any price. The latter are basically betrayers of the Soul*.*“*

A **False Immortal** is someone who has chosen to worship a True Immortal to gain power from them, allowing them to step into the Immortal Realm.

If the True Immortal that was being worshiped were to die, they will experience a drop in their Cultivation base; they also are inferior in power to True Immortals.

##### True Immortal

**True Immortal** is what every cultivator strives to achieve but most ultimately fail. The ones who fail usually become what is known as a False Immortal.

###### Way to reach True Immortality:

1. Use an Immortality Illumination Vines to trick the heavens; This is something which most people use to reach True Immortality.
2. Fight against the Immortal Destiny which only comes every 10,000 years and opening the Door of Immortality. If you have successfully fought for Immortal Destiny and opened the Door of Immortality, Immortal Aura will swirl, and you will hear the music of a great Soul. The immortal Aura will transform your body into that of a True Immortal and an Aura Pill, which is even better that an Immortal Pill will be formed.
3. Corroborate your own Soul and force the Star of Heaven to accept you as an Immortal. This is the true way of becoming a True Immortal. It does not require waiting for immortal destiny or tricking the heavens with an Immortality Illumination Vines, but it is by reaching immortal ascension on your own and forcing the star of heaven to accept you.

###### Stages of True Immortality:

True Immortality is different than anything in the Spirit Realm as there are meridians instead of a core or pillars. The soul is grouped into **three spiritual aspects and seven physical aspects; a total of ten vessels.** The meridians are organized into groups of ten, each of which forms a vessel to a total of 100 meridians. Each 10 pairs of Immortal Meridians creates an immortal soul.

1. **Stage 1 Immortal:** 10 - 19 Meridians
2. **Stage 2 Immortal:** 20 - 29 Meridians
3. **Stage 3 Immortal**: 30 - 39 Meridians
4. **Stage 4 Immortal:**40 - 49 Meridians
5. **Stage 5 Immortal:**50 - 59 Meridians
6. **Stage 6 Immortal:** 60 - 69 Meridians
7. **Stage 7 Immortal:** 70 - 79 Meridians
8. **Stage 8 Immortal:** 80 - 89 Meridians
9. **Stage 9 Immortal:** 90 - 99 Meridians
10. **Stage 10 Immortal:** 100 - 122 Meridians
11. **Great Circle of True Immortality:** 123 Meridians

**Meridians of True Immortality**

**Body:**

* 50 Meridians are the peak for normal immortal cultivators
* 80 Meridians are the peak for direct descendant of the largest families and clans/sects.
* 90-97 Meridians is the peak for the chosen of the direct descendants of the largest clans/sects
* 100 is perfect and provides 10 immortal souls based on the spiritual and physical aspects of the body.

**Illusionary:**

* Using secret divine abilities to form up to 330 temporary immortal meridians making 33 Immortal Souls
* Can add a permanent illusionary immortal meridian based on powerful divine abilities, can also be gifted a meridian for a great price, as well as based on karmic luck up to a max of 23. Each meridian after 100 forms an Immortal Soul.

#### **Ancient Realm**

**The Ancient Realm is the cultivation realm above the Immortal Realm.**

The potential of a cultivator in the Ancient Realm usually depends on the number of Soul Lamps one can create after ascending and the power gained depends on the number of Soul Lamps extinguished. To then progress further in their cultivation, Ancient Realm cultivators then have to extinguish each soul lamp with increasing difficulty with each successive lamp using their life force until they reach the great circle at which point, they can attempt to step into the Essence Realm. Only a cultivator of the True Immortal Realm can ascend to this realm. The spiritual pressure of an Ancient Realm cultivator allows them to destroy space and time on unreal scales, to the point they can dismember parts of the universe in no time.

##### Stages in the Ancient Realm:

Since every person has a different amount of Soul Lamps; each person at each stage of the Ancient Realm will have differences.

* **Early**
* **Mid**
* **Late**
* **Peak**

###### Four Desolations

Every five soul lamps extinguished brings one Desolation. Few people experience the Third Desolation, and even rarer is the Fourth Desolation. Some people only experience the Second Desolation The further along you get, the more dangerous they become. The desolations stick with the cultivator until they step into the Essence Realm. If they do not ascend to the Essence Realm, there is a chance they will die eventually from the desolations.

* Desolation of Delusion - The cultivator's mind is altered, desolating them of delusions and showing them the true reality behind them, emptying their minds from delusion. This desolation takes the will of the user, taking all hope, as this desolation sees hope as a delusion, slowly driving the person insane.
* Desolation of Fleshly Body - The body of the user slowly evaporates from the them, as they enter a spiritual form, emptying them of a physical body. This desolation is not dangerous by itself, but it can cause issues to the cultivator, such as being unable to interact with the physical world anymore.
* Desolation of Heart - Desolation of the heart is the desolation of emotion. This desolation takes all the emotions of the user, emptying the heart of the cultivator. This can kill the cultivator as they would see the fastest change in their emotions possible, creating an empty void inside of them, unable to co-operate with their own existence properly anymore.
* Desolation of Soul - The soul of the cultivator is slowly emptied of its existence, as it slowly disperses from the user. Without a body and a soul, the existence of the cultivator would cease. The only way to stop the desolation is to ascend to the Essence realm before your soul disappears completely. With the ascension, the desolations have no power on the cultivator anymore. He is free of the desolations and their effects.

###### Soul Lamps

Soul Lamps are objects that are cultivated during the Ancient Realm. After acquiring their Soul Lamps, they will start out lit. The cultivators will then have to work on extinguishing them.

The Prime Lamp is what the very last Soul Lamp that a cultivator just stepping into the Ancient Realm will ignite — excluding the Paragon Lamp which is virtually impossible to ignite without the blood of a Paragon. The Prime Lamp is different from the other Soul Lamps as it is also the most powerful one. It is colored blood red.

#### **Essence Realm**

The Essence Realm is the realm after the Ancient Realm. This is the limit of most people in the Vast Expanse, with only a few people having broken past it.

During the Essence Realm cultivators attempt to comprehend and become the Essence they are most compatible with from their Soul Law. Any cultivator can have up to a total of nine essences and the number of Essence under one's control is what stage they are determined to be at. Essences can be found wherever there is most of the said element. Where there is fighting, the essence of violence can be found. Where there is darkness, the essence of darkness can be found. Those that ascend to the Essence realm start with one essence that is equal to their soul law. If their soul law is that of neverending war and violence, then so will be their essence.

### Stages of Essence Realm:

The **Essence Realm** is split into several stages, depending on the number of essences under one’s control.

* 1-2 Essences - Normal Essence Realm Cultivator
* 3 Essence - **Essence Lord**
* 4 Essence - **"Essence Sovereign"** - Although they are known as Essence Sovereigns, they are not true Essence Sovereigns.
* 5 Essence - **"Essence Sovereign"** - Although they are known as Essence Sovereigns, they are not true Essence Sovereigns. Current lords of one of the Mountains and Seas
* 6 Essence - **Essence Sovereign** - The current peak of the Mountain and Sea Realm. The **peak** of the **6 Essence** level is also called **Imperial Lord / Quasi-Paragon**
* 7-9 Essences - **Paragon** - The peak of the ancient Paragon Immortal Realm. At the mark of 9 essences, the Paragon is qualified to become a Transcendent. To reach this, you must have also extinguished the Paragon lamp at the Ancient Realm in order to qualify to become a Paragon in the Essence Realm.

###### To advance on stages on Essence Realm, one must confront Tribulations:

There is a total of nine tribulations when becoming one with the essences of oneself.

1. Lightning Tribulation - A giant cloud forms above the cultivator from the heavens and strikes them.
2. Weapon Tribulation - Weapons fly everywhere around the cultivator, stabbing the cultivator in every direction.
3. The Mountains and Sea Generals - Challengers of those that are at the third tribulation, the Mountain and Sea Generals are a group of hundreds of nigh-omnipotent fighters that fight those that want to make it past the third tribulation.
4. The Five Elements Tribulation. - The five elements, water, fire, wind, earth and spirit, all of them flood the area encompassing the cultivator and swirl him in a devastating tornado that melts his body with fire, splashes it with power, throws them into the wind, breaks them with earth and damages their soul with the spirit element.
5. Fifth tribulation is that of the mind, where
6. The sixth tribulation emerges in the form of a single character, the character of Essence.
7. The seventh tribulation is that of the copper coins. The coins drown the cultivator, as they are endless in number.
8. The eighth tribulation is a massive finger that stretches out from the vortex. It emanates a vast pressure, and apparently contains the amassed power of the Mountains and Seas.
9. The Existential Tribulation — the Existential Tribulation is an invisible tribulation; anyone who attempts to step into the Essence would have to undergo the three blights of Heaven, Hell and Earth.

The essences they absorb must be compatible with their soul law, meaning that the Essences must have a metaphysical correlation with them. Such as if the Soul Law of a person is the severing of light, leaving only darkness, then they can attempt to control the essence of Death, essence of shadows and so on, until the reach the ninth essence and they are then qualified to ascend to the Transcendent Realm. The compatibility does not need to be 100%, simply metaphysically hand-in-hand. Through the essences one absorbs and becomes, one can comprehend more, as well have a bigger variety of choices as they absorb more essences.

#### **Transcendence Realm**

**'***Transcendence'***is the realm after Essence Realm. Depending on what path of cultivation is taken, it can either be called Heaven Trampling, or Boundless Essence, or Chosen Power.**

A transcendent cultivation base is the minimum requirement for a cultivator to be unbound by the Essences

##### Stepping into Transcendence

When one's cultivation base reaches Peak 9-Essences Paragon level, one can attempt to become a Transcendent being, with the result being either success or death due to failure. Or one could choose to stay at a 9-Essences level and have virtually limitless longevity, but one will experience Vast Expense Tribulation every 10,000 years. For someone to truly Transcend they have to Transcend in three aspects. Anyone who Transcended in even one of those areas would be referred to as being half a step into Transcendence.

###### Aspects:

* **Fleshly Body:** When Fleshly Body reaches Transcendence even if Heaven and Earth rotted away, the body would not.
* **Cultivation base:** When cultivation base reaches Transcendence, the person becomes completely independent of physical and magical law. Such cultivators form their own natural law and give birth to their own Essence. They can be called Gods in this case, as they have transcended the needs of a Body, their soul also produces Divine aura now.
* **Soul:**When both Fleshly Body and Cultivation Base reaches Transcendence, you can create a resonance between them for Souls to Transcendence too.

###### Stages of Transcendence:

* **Early**
* **Mid**
* **Great Circle (Peak)**
* **Half - Ancestor**

### Paths of Transcendence:

There are three known ways to **Transcend**

* **Boundless Essence:** Those that have Boundless Essences from the Essence realm merge and create their own essence combined with the soul and make it boundless, unlike in the Essence Realm, where the essence they become and control has boundaries. Those that transcend as a Boundless Essence are those that their soul laws are more neutral or chaotic in nature.
* **Heaven Trampling:** Those that their Essences become Heaven Trampling are stronger than those of Boundless Essence. Those are the people that are given power from a Hadou God that corresponds to their Soul Law, allowing them to destroy Universes with ease. The laws of the Heaven Trampling are always Lawful in nature, be it chaotic, neutral or good.
* **Chosen Power:** Those that their Essences become Chosen Power are those that have made a deal with Mercurius at the start of their career as a Cultivator. This is a special type of Transcendence that isn't natural to the order of Transcendence, but rather, forced by the Hadoushin on a person, as the name suggest, the cultivator was "Chosen" to wield power. Stronger than the Heaven Trampling Essence. When becoming Chosen Power, the cultivator is imbued with the 10th Essence of Atman, that makes them forced change in their nature impossible. Even wounding a Chosen is seen as impossible, as wounds are forced change in the body or soul of the cultivator, making such wounds impossible to receive. The only weapons that can wound a Chosen power are other Transcendent cultivators with their abilities, or an user with a Divine Construct or Holy Relic.

#### **Ancestor Realm**

The **Ancestor Realm** is the realm after Transcendence.

Becoming an Ancestor is much harder than anything, because instead of it being solely on one's will, training and potential, but rather, patience. A game of waiting with the gears of time itself. Only Heaven Trampling and Chosen Powers can ascend to Ancestor Realm, with the Boundless Essence cultivators being stuck at the Transcendence Realm. Those that step into the Ancestor realm can remake himself completely by going so deep inside of him, he goes inside of everything that keeps him together, deeper than the soul. They can remake and redistribute the Gears of themselves, making themselves perfect in every aspect possible. The only flaws that can ever remain in themselves is the ones that are not bound to them, but by outside forces, brought to them by items bound to them, such as Nurnitai's Heart of Tutsatsa.

To become an Ancestor Realm cultivator, one must wait hundreds of millions of years in order to attain a flower that grows randomly in the universe, under no specific condition whatsoever. The flower in color is a pure with, with black roots.

#### **Omega Realm**

The last realm, as the name dictates. This realm is for the ones that have maximized everything in all the realms, stages and became perfect without any restriction. The only people that can beat an Omega Realm person is another Omega Realm, or somebody of a higher reality. Omega Realm cultivators are Unrivaled in the realms of cultivation and are seen as True Gods by the Dreadlords. However, none have appeared since the ancient Ages, with only Nurnitai being able to make it to this Level. When in the presence of a Cultivator of the Omega Realm, a person will feel compelled by their essence, becoming fearful of them even if they didn't even have the emotion of fear. This effect, if the Cultivator wishes, can change to demand respect or compel a person to their will. This can also be suppressed. When entering the Omega Realm, one enters the realm between the Hyperverse and the Multiverse, becoming unaffected by the laws of the universe that they came from. The Omega Realm also holds potential to being chosen for the position of "Great Sage", which is a position given by Mercurius to a Cultivator that acts as his friend that he gives knowledge to, in exchange for true friendship towards.

### Oaths

Oaths are the sacraments of a Dreadlord that have been done to a sect or a Hadou God. Oaths done to a Hadou God make them bound to their will and word, making them much like the respective Hadoushin. There are many oaths that have been done to Hadou Gods, left by them or their worshippers with words of power. If an oath is not similar in wording to the Hadou God's wishes, the Hadoushin can at any time destroy the Oath or rewrite it themselves. There's two types of Oaths. Those that are carried like paper on the skin ( armor ) of the Dreadlord, called manuscripts and those that are taught by heart to the Dreadlord

### Special spells

**A Lone Warrior** - A Lone Warrior is a skill that only those out of the Warlock Division can do properly. Ranked as a Ritualistic magic, Lone Warrior as the name states, the user must be absolutely lonely, both physically alone, as well as mentally and spiritually, meaning that in order to use this spell, the parents of the caster must be dead, as well as any other sibling or known, possible lover or relative. Marrying somebody is prohibited as long as the user wishes to keep using this passive spell, and any child they create or conceive is to be killed. User cannot have friends of any sort, but can have people that know him and see him as one. In the end, this spell makes any user extremely alone and depressed. In addition, after casting this spell, an aura that attracts the feeling of depression and dread, which will make people rather stay away from the user, making things like friendship and love difficult by default. People that read about this are sure this spell is a point of no return, and it is, as making friends is no longer a possibility. However, the advantages of casting this spell are worth it. A spell created by the Hadoushin of War, this makes the user nearly invincible as long as they keep their loneliness, both mentally and physically. The less people around an user of Lone Warrior the stronger the user is. However, after mastery, getting stronger will be made at all times, while the power of Lone Warrior will stop decreasing each time they are around somebody. However, if not mastered, this spell will kill the user as "Only those who can adapt will make it through". Using this spell costs greatly on the user's body, as most people would just die instantly when casting this spell. In exchange for giving away happiness and already being extraordinarily strong, the user is meta-combat, while setting himself apart, becoming ethereal in nature and going to the extents of becoming stronger than a General could possibly dream of, going to the possible maximum of the person's capacity. But as a Dreadlord having an infinitum for Strength, speed and durability, the only true limit of Lone Warrior is infinite, as Lone Warrior does not make them infinite, but only "near". It also allows the user to use the strongest and most powerful forms of their magic that they had before. This spell is also called "The Lone Zenith" for it's proprieties. As another side effect, the Dread-SoulBlade of a Dreadlord goes through a process that is called "**Hollowfication**" That stretches and then transcends the limits of the soul of a Dreadlord, removing any of the boundaries and limits they had. This allows one to gain even more tremendous power if their Hollowfication can be controlled, which is part of the "Adapt or die" philosophy of the Hadoushin of war. As creating the Hollowfication will force the soul into a "Soul Suicide", the user of lone warrior must either stop the Soul Suicide through means such as injections into the soul or eating souls regularly. Other means are unknown. In the process of Hollowfication, the user loses control of their Dread-SoulBlade and must fight their own soul, now dark and twisted, with tremendous power, for control of their mind and body. If they win, they get to keep their body. If they lose, their mind and body are lost to the now twisted part of them and will start to ravage everything in their way. Upon being able to master the Hollowfication, they gain the ability to turn into a twisted form of themselves, possessing many times over their power. Each time they walk, they leave a black fire with red outlines on it. The same fire goes out of the blade. The blade's proprieties allow the user to ignore the durability of an enemy as long as it's not infinite, only Absolute Defense having any chance to counter it. However, the Hollowfication process goes a lot further than that. Any Dreadlord standing near an user of Lone Warrior will undergo the same Hollowfication process, but without Lone Warrior's original effects that are only to the Dreadlord, and not the Dread-SoulBlade. Every other aspect of Hollowfication will happen. For this propriety, Lone Warrior is also called "The Hollow One." Currently, there's only one known user of Lone Warrior, the Sword of The Empire. The knowledge of Dreadlords about this spell is really scarce, and the knowledge for the needed ingredients is even scarcer, with only a few people even getting an idea of what they are. In Overview, Lone Warrior is a Ritualistic spell that brings out the worst of a person in exchange for extreme power, while being dangerous for the ones that are near the user, as well as an unique and mythical spell, only achieved and mastered by one Dreadlord.

# Gallery

The Gallery shows photos of ranks of all the Divisions of the Dreadlords. For the lower ranks ( Captain and lower ), these images are to merely give an idea of how a Dreadlord from more division looks like.

Dread Guard SergeantDeath Guard CommanderDeath GuardDread Guard GeneralDread Guard LieutenantDread GuardDread Guard CommanderDread Guard LieutenantDread Guard CaptainWarlord CommanderWarlord LieutenantWarlordWarlord SergeantGoliath WarlordWarlord GeneralWarlord Captain
### Stages of Essence Realm:

The **Essence Realm** is split into several stages, depending on the number of essences under one’s control.

* 1-2 Essences - Normal Essence Realm Cultivator
* 3 Essence - **Essence Lord**
* 4 Essence - **"Essence Sovereign"** - Although they are known as Essence Sovereigns, they are not true Essence Sovereigns.
* 5 Essence - **"Essence Sovereign"** - Although they are known as Essence Sovereigns, they are not true Essence Sovereigns. Current lords of one of the Mountains and Seas
* 6 Essence - **Essence Sovereign** - The current peak of the Mountain and Sea Realm. The **peak** of the **6 Essence** level is also called **Imperial Lord / Quasi-Paragon**
* 7-9 Essences - **Paragon** - The peak of the ancient Paragon Immortal Realm.