Kufyndrak

Zephala

Zephala Xenos

Veilborn Legions

Basilisks

Other Zephala Divisions

*Some music for you to enjoy while you read, by Gaston Larrouy aka La Rouille*

Map of the Kufyndrak Homeworld: Kuf-Yemaya

 Type
 Nature
 Status
 technology
 Location
 Height
 Weight
 Lifespan
 Colour

The Kufyndrak are a sentient Xenos species from the planet Kuf-Yemaya in Zephala. Their barbaric, bellicose way of life betrays their love of science and technology. As the first Xenos of Zephala to leave the confines of their home planet, the Kufyndrak were the providers of knowledge and technology to their sibling species. Until the prophecized return of their creators, the Kufyndrak will protect their home system from the ever-growing threat of attack by the various powers of both the physical world and the Immaterium. With the Veiled Serpents' help and the Veilborn marines' creation, this defensive arms race has become an offensive push to create a buffer between Zephala and the rest of the galaxy. A push that the Kufyndrak are more than happy to lead for as long as necessary.

## History

### Creation

The Zephala xenos were reportedly created by an old, experimental species millions of years ago. It is highly improbable for so many intelligent xenos to evolve and coexist in such a relatively small part of space. Many other near-impossible truths about their home system could be explained if all the orbiting stars and planets were artificially created and seeded with life. We will never be sure who these creators were, but one thing must be true about them. Their power must have been immense.

## Physiology

The physiology of the Kufyndrak is so unusual that it could have only come about with the help of the warp abilities they possess. As evolution took its course, these water-dwelling creatures lost much of what gave them their underwater movement speed. Now, after millions of years, they only share the slightest resemblance to other oceanic creatures.

In the population of Kuf-Yema, there are several subtypes of Kufyndrak, all with their own differences in appearance.

### Body Plan

The Kufyndrak are facultative bipeds. They walk mainly on their two short legs and relatively long arms. They can walk on their legs when necessary, but their bipedal movement is much less efficient than their quadrupedal movement. At the end of their long arms are giant hands used to help with underwater mobility, each finger connected by thin webs. They retained their tails, albeit at a diminutive size. Though they can no longer swim in a similar way to fish, they have gained a new strategy for moving while submerged. They use their massive hands as paddles, swimming in a fashion a human would know as "breaststroke." With every sweep of their hands and push of their legs, they force themselves forward by telekinetically moving the water behind them, compensating for any drag they experience due to their unnatural body plan.

### Physical Apperance

To better blend in while swimming, the Kufyndrak are grey on the top of their bodies and have a white underbelly. Like other Zephala sentient Zephala xenos, the Kufyndrak can change the pigments in their skin and create a bioluminescent glow. These aspects of the xenos are nowhere near that of the Xandilu, but they can darken or brighten the pigment of their skin to better reflect the light levels of the depth they find themselves in. When in the region of the ocean aphotic zone, where there is no sunlight, they become black with a dark grey underside. In these cases, they can also activate strips of bioluminescent patches on their skin, which can be a warning and a lure. Their skin is rough due to placoid scales, which help them move quickly, quietly, and more efficiently through water.

The Kufyndrak bodies also feature external gills on their heads, which supplement their breathing in low-oxygen environments and "speech." These gills are long and lack rigidity when not in use, giving the Kufyndrak the appearance of having hair.

### Vision

Kufyndrak vision is keen while underwater and has no meaningful reduction outside of it. These xenos can see well in low-light environments, as they must be to navigate the ocean's depths. Their visual range is less, on average, than a human's. Any disparity can, and is, compensated by using powerful auspex on helmets. With multiple pairs of independent moving eyes, the Kufyndrak can split their attention between multiple targets.

## Kufyndrak Telekinsis

The Kufyndrak, like all Zephala Xenos, are heavily connected to the powers of the warp. With millions of years of evolution, these warp-touched, ocean-dwelling beings evolved the ability to psychically manipulate water, controlling ocean currents and propelling themselves at impressive speeds. Now, with their evolved minds, they have applied the principles of this niche psychic discipline extend to the control of any fluid they find themselves near. This practice is known as Fluid-Telekinesis. All Kufyndrak are skilled in Fluid-Telekinesis, which they use to control fluids such as air, water, liquid metal and blood.

Along with the rather primary uses of this power, the Kufyndrak have mastered other, more nuanced applications. With giant, thick fingers, the Kufyndrak have limited finger dexterity, so they use their psychic talents to interact with the world around them when finesse is needed. Able to control small manipulators, they can complete all the fine work necessary to build and repair sensitive technology. Despite this xenos' militaristic culture, many of the uses for their telekinesis have nothing to do with war. Kufyndrak art and language are heavily affected by their psychic abilities.

### Fluid Movement

Fluid movement is a technique that entails controlling one's body with fluid telekinesis. Moving the blood flowing through a living thing allows authority over their movements. When used on others, this technique requires a great deal of focus and concentration, demanding all the Kufyndrak's attention to hold the person still. The real strength of fluid movement comes when individuals use it on themselves. By controlling the fluid within their own bodies, a Kufyndrak can move at unnatural speeds for their size and strike with preternatural strength. Without fighting the host body for command, they can exert complete control. They use telekinetic forces to reduce their own apparent mass, allowing themselves to move with minimal effort. Naturally, all Kufyndrak do this permanently, making their movements as leisurely as if they were floating through a calm river or as fast as if carried by a raging torrent. Because of this, for the Kufyndrak's size, they are surprisingly light on their feet.

This lightfootedness is utilized in the species' traditional war dance. It is a dance that is used for entertainment but can be used as a prelude to a friendly battle to the death.

### Environmental Control

Using their powers of Fluid-Telekinesis, the Kufyndrak can manipulate liquid and gaseous water within a radius around themselves. This area depends heavily on the individual's strength. By influencing water, they can bring about a range of environmental effects. Including, but not limited to:

* Creating and dispelling localized precipitation
* Creating a thick fog
* Removing moisture from the air
* Disrupting cloud cover
Rather than being a direct offensive weapon, environmental control is another tool against the enemy, breaking morale and blocking/opening sight lines.

Outside combat, Kufyndrak farmers have used this ability on other planets to help crop growth during a drought, using special techniques to increase rainfall in an area. Though this effect fades when the Kufyndrak leaves, the temporary rainy period could save a whole rotation of life-saving food supplies.

### Fluid-Weaponry

Using Fluid-Telekinesis, the Kufyndrak can turn air and water into offensive weapons. A mundane example is using a gust of wind to blow sand into an opponent's eyes. A more advanced application, one the Kufyndrak find rudimentary, is shooting highly pressurized streams of liquid metal or water. The choice liquid often carries hard abrasive materials, allowing the jets to cut through flesh, bone, and armour. This serves as the heart of much of this species' ranged weaponry. Able to negate the pressure loss over distance suffered by traditional pressure cutters with telekinetic influence, these jets can be kept at a laser focus until they hit their mark. Because of how deeply connected these weapons are with the Kufyndrak's abilities, they become useless at range in the hands of any other species. More specifics on fluid weaponry can be found in the equipment and weapon section below.

### Vacuum

A common use of fluid-telekinesis is completely removing all gases from an area. Doing this creates a complete vacuum in an area of the Kufyndrak's choosing. These areas can be significant when sustained by many individuals working together, depriving all within the air to breathe. This ability is used during Kufyndrak duelling rituals to remove any foul play from manipulating the air or moisture in the middle of a fight, limiting duels to a test of fluid movement and sheer physical ability.

Skilled Kufyndrak can make small vacuums around their feet while they move, removing all sounds of their footsteps and replacing them with small puffs of wind. This adds to the already eerie way these xenos move.

## Reproduction

Traditional reproduction on Kuf-Yema is nonexistent. The Kufyndrak are immortal beings in a fashion. Upon death, the individual's soul swims its way through the sea of souls back to the depths of Kuf-Yema, where the planet grants it a new body. The time it takes for the resurrection depends on how far the fallen xenos are from the Kuf-Yema. These times vary from two days if the individual dies in the world to several months if they die elsewhere. The Kufyndrak themselves do not know how or why this happens, but their fundamental connection to the warp could explain it. The leading theory is that the ones who seeded the system with life attempted to make a species specifically to retain information. With the Kufyndrak reborn and their memories intact, they would fit this role incredibly well. All the Zephala xenos have a trait that would allow them to perform this duty.

The Kufyndrak population only changes due to a mysterious formation of new souls. This event, known as the Great Rising, happens once every Kuf-Yema year. During this week-long period, up to a hundred thousand adult Kufyndrak with new souls, protected by powerful telekinetic shields, rise from the various abysses located around the planet. The numbers produced by the Great Rising are variable, increasing and decreasing depending on how many Kufyndrak are present in Zephala at that time. Because of this, the actual on-planet population never exceeds a certain amount.

These accession abysses of the Great Rising are places where the pressure is so great that even the strongest Kufyndrak cannot withstand it, removing all possibility of researching the workings of the process.

## Planetary Culture

Through the millennia, Zephala culture has become an amalgamation of cultural influences from all across the system. With so many distinct species, one might expect a culture clash, but seemingly, the peculiar creation of the system has also led to convergent cultural practices. Despite evolving on planets separated by millions of kilometres, each species' civilization is built upon a love of the arts, especially music. After all the xenos finally assembled under the Zephala banner, what should have been a discordant mess was a harmonious symphony of art and culture.

### Vacuum Amphitheatre Combat

The Kufyndrak, more than any other syndicate member, pride themselves on their martial abilities. As a race of immortals, they see death entirely differently than others. Putting their lives on the line for honour is common, even during training. Death is only an inconvenience because of the short time between rebirth—a lesson to be learned rather than the end of it all. The peak of this mentality can be seen in the great vacuum amphitheatres of Kuf-Yema. Every major dome city of Kuf-Yema has one amphitheatre that is used for combat rituals where the strongest members of different parties come together and fight. In these bouts, the amphitheatre can be flooded to facilitate battle against oceanic creatures, filled with air for a challenge of land creatures, or voided of air entirely for Kufyndrak vs Kufyndrak duels. Creating a vacuum ensures each Kufyndrak fighter cannot use their telekinetic powers on the air or water around them.

Without this, the fights are a test of strength and fluid movement without the possibility of pulling underhanded tricks with their other powers. This was a significant problem in the early years of Kufyndrak dueling practices, and though it could add depth to a duel, it was decided that it was not entertaining to the onlookers. Informal duels during training still allow air, as that is the best way to prepare for deployment for war off-planet. Combat events in the amphitheatres can be in the name of a celebration, disagreement or even just for fun. This decision was made by the Valyndrak at the time and has been maintained by every King that followed. Duels are fought with the duelists' weapon of choice. All melee weapons are allowed, with no limit to how many can be brought to the fight. It is not uncommon to see a warrior bring several types of weapons that he will lay down on the battlefield and swap around when necessary. The combatants need to be careful with what they bring, as their opponent is allowed to use the weapons for themselves if they can reach them. Only light armour is worn during these duels, as power armour was never traditionally used and is seen as an unnecessary aid. Often, these battles are held to settle political disputes, seeing two debating parties fight to the death to decide who is correct. The winning party is allowed to implement whatever change they are fighting over. If no positive difference is experienced by the change, the public is allowed to vote for changes.

### Blood Painting

Blood painting expresses one's self by reaching for the limits of one's mortality while creating a beautiful visual. Though every Kufyndrak can use fluid telekinesis, not every Kufyndrak performs blood painting as it takes a very high level of finesse and practice. Blood Artists and Ribbon Dancers are usually the least warlike of the entire species, with a softer, more delicate telekinesis poorly suited for war.

This dangerous art form is performed by creating cuts along the hands of the Kufyndrak, where they extract blood to be used in their painting. This blood is then mixed with water to make varying shades of red. The quality of one's art is determined by the amount of canvas one can cover without dying, and the vividness of the red one uses. The subjects range from portraiture to landscapes to abstracts and everything in between. After the red layer is done, the rest of the piece is filled in with water paints controlled by more telekinesis. Using one's blood for this art form is hazardous, and many artists die during the process of applying their red base coat. Those who do must return once reborn to finish their art, which can, and often does, ruin the artist's flow, potentially ruining the painting.

### Water Ribbon Dancing

Water ribbon dancing is a mesmerizing Kufyndrak art form that showcases their mastery over fluid telekinesis. This dance unfolds in a mixed-medium theatre, where skilled stagehands orchestrate every aspect of the performance environment. The stage is a dynamic canvas, with sections intermittently drying or submerging based on the needs of the dance. Most are water-filled to anchor props and set pieces in place, giving them significant weight to prevent unintended shifts during the dancers' movements.

The water-centric nature of the props also enables the stagehands to move each element independently, contributing to the ever-changing spectacle of the performance. Harnessing their fluid-telekinesis abilities, the Kufyndrak dancers seamlessly interact with the watery set, adding an ethereal quality to their movements. The ribbons employed in this dance are not only coloured with various paint pigments but are also infused with bioluminescent algae. As the dancers twirl and manipulate these ribbons, the algae emanates a soft, mesmerizing glow, casting a spellbinding aura.

### Body Modification

Kufyndrak body modification is based on Zephala traditions. Using shark bones and bounty tree wood, they carve beautiful jewelry and pierce themselves, allowing their bodies to be the canvas for body modification art pieces.

## Society

Kufyndrak society is based on war and death, with a hierarchy based entirely on skill in combat. The Kufyndrak King, the Valyndrak, is the strongest of the entire species. He, and he alone, is responsible for choosing the planetary government, and his word is law. Anything the Valyndrak says must come to pass. Any complaints must come in the form of a formal duel request, which results in a battle to the death over the ruling. If the challenger loses, the original decision will stand.

The Valyndrak title is held forever upon receiving it. The process of choosing the King is, as one would expect, based on a duel. But not just any duel. The Valyndrak challenging ritual, known as the Month of Mayhem, is a month when challengers from the entire planet are allowed to challenge the standing Valyndrak to a formal duel. Regional tournaments are held to pick the greatest challengers, who are, more often than not, previous Valyndrak themselves. These challengers then all travel to the Grand Vacuum Amphitheatre, located in the capital city of Kuf-Yema. The contestants then gather, with one chosen at random to fight the Valyndrak. Accompanying these duels is live entertainment, including music and water ribbon dancing between fights. If the Valyndrak is killed, his title is transferred to the victor, who will need to defeat every remaining challenger.

The current leader of the Kufyndrak is Valyndrak Shah "The Undefeated".

Behind the constant struggle for combat supremacy are the great engineers of the Deep Forges, who are constantly pushing forward the species' technology. Now, with Zephala voidship engineering entrusted to the residents of SanZik-Yema, the Kufyndrak engineers have become even more focused on improving weapons of war. These creative inventors are undeniably the system's best armour and weapon smiths. In their abyssal forges and the forges of Kuf-Skria and Arn-Skria, they developed and manufactured equipment used for the Zephala war effort. The solitary Kufyndrak engineers still participate in the duelist culture of their home planet, but many deaths are much less frequent, as that would reduce productivity.

## Beliefs

### Yent̪ʘazəħas cʎ̝̊ʼa cʎ̝̊ʼu r̥ʌʈʂʌ Variations

The Zephala people maintain a monotheistic religion centred around the Yent̪ʘa, which they believe exists in physical form as the Bounty Trees, which lay at the center of their cities. This religion is called Yent̪ʘazəħas cʎ̝̊ʼa cʎ̝̊ʼu r̥ʌʈʂʌ, or Yent̪ʘa for short. The religion is also followed by Zephala humans, who call it Yentha's Bounty. Central to this religion is the concept of interconnectedness with the plants and animals of their home planets. Yent̪ʘa teaches all to appreciate the gifts received from the world and never to waste a gift received. The practitioners of Yent̪ʘa understand that Zephala provides everything they need to survive; therefore, they must take care of the system in turn. When the god Yent̪ʘa revealed its presence to the Zephala xenos in their time of need, the belief in the religion strengthened. Yent̪ʘa, as a religion, is highly adaptable, changing with the times. Flexibility is present even in some of the most restrictive tenets. These tenets are common in each world, with variation depending on the practicing species and planet. The Kufyndrak follow all the core tenets of Yent̪ʘa, but the Kufyndrak sect stresses the following beliefs:

#### Protect the Yent̪ʘa Tree

The Yent̪ʘa trees of Kuf-Yema are grand underwater reefs which harbour a diverse range of lifeforms, not only providing protection for small fish but also supplying food for the ecosystem. The aquatic bounty trees are constantly growing and shedding nutritious bark, which helps feed all herbivorous creatures. These trees undeniably helped the evolution of the Kufyndrak, and early civilization flocked to them for a steady supply of food and easy access to a plentiful hunting ground. For this reason, most major cities of Kuf-Yema have at least one bounty tree within their bounds. The Yent̪ʘa tree is the core of the religion and remains a symbol of the sanctity of nature. These trees must never be put in harm's way, and any individual who does this is subject to extreme punishment.

#### A Good Burial

The burial practices of the Kufyndrak are a fundamental part of Yent̪ʘazəħas. As an oceanic species, the dead are not buried. Instead, they are weighed down and dropped into one of the pits, which generate new Kufyndrak during the Great Rising. Though not strictly necessary for reincarnation, this ritual does speed up the process. The Kufyndrak still believe that donating the bodies of the dead helps appease the great beings who created them, showing their dedication to giving back to their creators.

#### Limit City Growth

Limiting city growth is an integral part of all sects of Yent̪ʘazəħas. With hearts and minds dedicated to preserving the beauty of Kuf-Yema, the Kufyndrak are vehement defenders of the oceanic ecosystem. They believe, rightfully so, that creating larger, sprawling cities will disrupt the planet's natural ecosystem, possibly driving creatures into extinction. With that in mind, a wide area is given to the bounty trees, with animals able to travel to and from them easily. Where the rest of the city is a mix of air or water-filled domes, the bounty trees are left outside.

#### Combat Chaos

The Kufyndrak war effort is less about technological research than it is for the other Zephala xenos. These war-loving creatures, unable to kill each other, are more than happy to test their strength against the forces of chaos that threatened their home system so long ago. Many veterans of that invasion are out in the galaxy, seeking to destroy any cult of chaos which even has the slightest chance of threatening Zephala.

## Weapons and Equipment

The most noticeable feature of Kufyndrak equipment and weaponry is its shape. Kufyndrak technology has smooth, streamlined shapes—a function of creating all technology for ease of use both inside and outside of water. To make use of this shape outside of an aquatic environment, much of this equipment also has built-in grav-suspensors, allowing it to float at varying heights and fly through the air. Almost all personal equipment and weapons also contain tiny pockets of water at various points in their structures, allowing the Kufyndrak to manipulate it with their minds when necessary. This entirely removes the minuscule delay between reaction and system action and allows the user to move the device when it is not connected directly to them. Some examples are telekinetically throwing an explosive device with thought and detonating it by flash evaporating the water in one of the inner chambers. This aspect of psychic control, combined with the general aesthetic, gives the Kufyndrak, when dressed for war, an ethereal, flowing quality as if everything around them was floating through oceanic currents.

### Kufyndrak Weapons

Kufyndrak weapons, like the rest of their equipment, are beautifully crafted, with intricate designs and smooth shapes. This design philosophy is necessary as, with Kufyndrak technology and fluid telekinesis, every melee weapon is also a ranged weapon to a certain extent. Controllable by including water at strategic locations, mono-molecular blades and blunt power weapons can be sent flying at impressive speeds depending on size. With sufficient effort, retrieving even the largest weapons from a distance is possible. Each weapon is perfectly tuned to fit the preferences of the individual using it. Because of the incredible age of most Kufyndrak, most have their preferred weapon combinations, which will never change. Many of the f'a (dedicated ranged weapons) can be used in tandem. For example, one mamf'a for caving in heavy armour and three ʂaʂf'a for unarmored targets. Most Kufyndrak prefer fighting with multiple dedicated ranged weapons alongside one larger, more melee-focused weapon.

* ʂaʂf'a
* ʂiʂ|ara
* Mamf'a
* Mim|ara
* Mim|odo
* K'amf'a
* K'ich|ara
* Fuʂalo

ʂaʂf'a

ʂaʂf'a are the dedicated ranged versions of the ʂiʂ|ara. They are made with the intended use in mind of a telekine sending them flying through the air. Since no handles are necessary, every possible edge is sharpened in order to inflict maximum damage regardless of what part meets contact with an enemy during flight. The ʂaʂf'a come in many shapes, but the most common version is that of a two-sided curved blade in the shape of an "S".

ʂiʂ|ara

ʂiʂ|ara are all manner of swords used by the Kufyndrak. They greatly range in size but largely keep the same heavily curved shape. Due to the large size of Kufyndrak hands, these blades have long handles compared to other civilizations' swords.

Mamf'a

Mamf'a are traditionally ranged blunt weapons in the shape of a large teardrop. In modern times, the addition of spikes has become more common, transforming many mamf'a into large balls of spikes.

Mim|ara

Mim|ara are heavy blunt weapons, most often in the shape of long, studded clubs.

Mim|odo

Mim|odo are Kufyndrak Power fists. Given these xenos' mass and physiology, combined with their telekinetic strength, power fists are a natural weapon developed when the Kufyndrak had the necessary technological understanding to do so. These giant weapons are common place, and present on almost every suit of Kufyndrak power armour. Each pair of mim|odo is crafted with a personalized design for the knuckles. This can range from long claw-like blades to blunt plates of kufre bone.

K'amf'a

K'amf'a are all edged ranged weapons which do not count as ʂaʂf'a. This could be a throwing axe, or a circular chakram. This is by far the most varied weapon classification used by the Kufyndrak, despite the other classes being incredibly loose.

K'ich|ara

K'amf'a are large axes of all shapes and sizes, most commonly with a beard on one side and a spike opposite. A famous example of a Kufyndrak who prefers to use a k'ich|ara, over the more common mim|do is Shah "The Undefeated".

Fushalor

At their core, all Kufyndrak projectile weapons fire high-powered beams of liquid metal focused by the internal workings and nozzle of the weapon. Without the telekinetic powers of the Kufyndrak, these beams would lose their power within meters of being launched. In the hands of a Kufyndrak, the water hits with a power superior to a las weapon while having an effective range only as far as the Kufyndrak's power will allow. Upon penetration of armour or flesh, the Kufyndrak can make the metal go through explosive evaporation, creating a pocket of expanding metal vapour inside the target.

## Combat Doctrine

The Kufyndrak are a species that prides themselves on military strength, though they cannot truly test this power on each other. After beginning their new crusade, the Kufyndrak found the enemies they needed to test themselves finally. With knowledge of Kufyndrak culture and physiology, one would expect the species to be reckless and irresponsible with their own lives, but this could not be further from the truth. Despite their enjoyment of battle, the protection of Zephala and the desire to systematically destroy the forces of chaos in the region limit their otherwise self-destructive nature. Nothing makes fighting more difficult than dying and being reborn lightyears away.

Using this logic, the Kufyndrak always apply a healthy amount of caution to their strategies, no matter their strategy. This combat doctrine varies widely, with many warbands having heavily divergent combat methods.

The Kufyndrak working with the Black Fangs Vanguard are swarming specialists, using their limited numbers to overwhelm more numerous foes, attacking with a focus on mobility. These xenos use their telekinesis to move at speeds that belie their size, attacking, repositioning, then quickly attacking again. Though it is not their first resort, sometimes large frontal assaults are necessary to strike a blow against an adamant enemy.

## Languages

### Flowing Tongue

On the planet Kuf-Yema, the Flowing Tongue is the principal means of communication among its inhabitants. This language is unique, as the species living on this planet lack vocal cords, rendering them unable to speak in the conventional sense. Instead, they utilize their jaws and external gills to produce a wide variety of sounds, each with its own unique frequency and duration. The species' fluid telekinesis abilities enable them to transmit these sound waves over vast distances, allowing for effective communication across the planet.

### Air Speech

Using their ability to manipulate air, they can speak in virtually any language as long as they can learn it by making vibrations in the air molecules. They can also use this ability to talk by manipulating the air right next to a person's ear, making it possible to communicate directly to them without anyone else being able to hear. Because of the sheer number of humans in the galaxy, these xenos have found it beneficial to learn high and low Gothic, which helps them understand human speech. Communicating with the Veilborn Marines and their servants is an indispensable part of the war effort.

## Notable Individuals

Shah "The Undefeated"

Shah is the greatest Valyndrak to ever exist. After thousands of years, he has taken on thousands of challengers and has never once lost a duel. Before his rise to power, he was an unremarkable figure travelling between the deepest cities of the Kuf-Yema Sea. Adrift, Shah studied under dozens of tutors over hundreds of years, slowly perfecting his martial arts. With his trusty k'ich|ara, he roamed, eventually becoming confident enough in his craft to ascend to the larger, surface cities. There, he continued in the same manner, training under, fighting, and killing instructors in duels over the years. Soon, he became skilled enough to attempt the Month of Mayhem, wishing to prove himself against the greatest Kufyndrak alive. With an astonishing upset, he won in the first duel of that year's challenging period, killing the Valyndrak and taking the title. For the rest of the month, Shah fought and defeated aspirant after aspirant until he was the final one standing, taking the throne in an undisputed sweep. Since then, Shah has never lost a duel, earning him the title of "The Undefeated ."Whenever Basilisk Ogun Jabari returns to Zephala, he tries to watch the great Shah fight, captivated by the fighting style of the Kufyndrak and the ferocity of Shah.