A daring order of battle-mages who blend bladecraft with destructive magic, valuing precision, speed, and overwhelming personal presence on the battlefield.
Precision melee combat, devastating single-combat magic, and battlefield disruption through superior form and elemental force.
Bladeweavers – Masters of combining swordplay with precise spellcasting.
Arcane Duelists – Specialists in one-on-one magical combat, able to dismantle enemy defenses.
Battlefield Disruptors – Focused on breaking enemy formations through precision strikes and targeted magical effects.
The Emerald Hall – The Blades’ central training citadel, a vast structure of living stone and enchanted crystal.
The Dragon Mirror – An ancient relic used in initiation trials, forcing candidates to confront illusory versions of their own fears and failures.
The Viridian Mantle – A magical insignia awarded upon mastery, said to bind the bearer’s blade and spell into a single seamless style.
Grand Blade – The order’s supreme leader, chosen from among the most accomplished Bladeweavers.
Circle of the Viridian – Senior masters who oversee specialized training halls.
Mentors – Skilled veterans assigned to train and evaluate initiates.
Heralds – Envoys and duelists who represent the Blades in political and military negotiations.
Respected for their unmatched fusion of magic and melee.
Feared for their ability to dismantle opponents with surgical precision.
Distrusted by factions who see their independent nature as a threat to order.
The Ember Sanctum – Disagreement over brute-force destruction versus precision application of power.
The Ordo Noctis – Clash over the use of subtle, reality-warping magics versus direct martial engagement.
The Prometheans – Mutual disdain: Blades see heavy augmentation as a crutch, while Prometheans view the Blades as tradition-bound.
The Viridian Blades are a legendary martial order whose training fuses swordsmanship, spellcraft, and an almost theatrical mastery of battlefield presence. Founded in the aftermath of the Second Dragon War, the Blades were formed to confront magical and military threats too dangerous for conventional armies.
Their doctrine emphasizes fluidity — the ability to switch seamlessly between magic and melee — while maintaining control over both the rhythm of battle and the morale of opponents. Blades do not overwhelm through numbers, but through skill, psychological dominance, and the ability to dismantle enemy strategies before they fully unfold.
The order is known for producing warriors as much feared for their unpredictable tactics as for their magical prowess. In battle, they often become focal points — both for allies rallying to them and enemies desperate to take them down.