The Veyrathiin Vanguard


“Veyrathiin” meaning "those who shift with the wind" in an ancient Aetheri tongue




The Veyrathiin Vanguard is an elite, rapid-deployment formation of highly trained Aetheri selected from across C’Naelia — though primarily from the Southern Kingdoms.


They are not bound to any one kingdom, but answer only to the The Aetheri Council , serving as their sharpest weapon in conflicts too dangerous, volatile, or magically complex for conventional forces.


Feared and revered, the Vanguard is known for its unparalleled adaptability: shifting tactics, magical disciplines, and command dynamics based on the needs of each conflict. They are called only in dire circumstances - border crises, magical cataclysms, rising dark powers, or wars involving rogue Aetheri.




Manpower



  • Core Size: ~300 active Aetheri
  • Reserve Pool: ~1,000 (semi-active, called when needed)
  • Organised into Shards (platoons) of 10–15 Aetheri
  • Each Cohort contains 4 Shards (40–60 Aetheri)
  • Formations shift depending on magical roles, elements, or regions


Role Distribution:


  • 40% Elementalists (Fire, Ice, Earth, Wind, etc.)
  • 25% Mystics (Illusion, Mind, Shadows, Prophecy)
  • 20% Arcanists (Energy manipulation, warding, barriers)
  • 10% Combat-Aetheri (physically trained Aetheri with offensive magic)
  • 5% Aetherbinders (rare: teleportation, sealing magic, reality-benders)



Command Structure



  • High Warden of the Vanguard: Reports to the Aetheri Council; rotates every 20 years; a powerful but non-Council Aetheri.
  • Cohort Masters: Veteran Aetheri who lead 4 Shards each
  • Shard Captains: Lead a Shard, often based on magical speciality
  • Aether Liaisons: Appointed tacticians who coordinate with mundane armies
  • Council Attaché: One High Aetheri (rotating) who monitors operations


Leadership is fluid - those best suited to lead in a particular terrain, culture, or magical environment take precedence. Even junior Aetheri may command a mission if their skillset fits.




Recruitment



  • Only Aetheri ranked “Saeven” and above (advanced tier) may apply.
  • Candidates are nominated by mentors, battlefield commanders or High Aetheri.
  • Undergo a month-long Rite of Discernment at the Aetheri Citadel: Harsh trials in illusion, endurance, spellcraft, ethics, and adaptability. Mentored by current Vanguard members. Failure can lead to magical trauma or permanent Aether-burnout.


Only about 1 in 50 candidates are accepted.




Training



Located in the Hall of Living Flux, a magical training ground that shifts weekly.


Environments include forests, frozen moors, rocky coastal cliffs, ruined towns.


Training focuses on:


  • Tactical polymagic (switching magic mid-battle)
  • Battle synchrony (harmonised casting across formations)
  • Low-ether tactics (fighting when magic is scarce or nullified)
  • Mundane cooperation (working alongside non-Aetheri militaries)


They also train in non-magical skills: swordplay, archery, wilderness survival, languages, code-signalling, and diplomacy.




Equipment


While most Aetheri wield personal artefacts, the Vanguard are issued:


  • Adaptive Sigils: Magical tattoos that shift based on the wielder's energy state. They enhance reaction time, resist mental intrusion, and identify rank.
  • Phasebound Cloaks: Enchanted cloaks that resist elemental damage and can camouflage the wearer.
  • Nullsteel Pins: For suppressing one’s own magic (to pass unnoticed or hide power levels).
  • Runesabres: Short-blade weapons inscribed with changing runes, capable of channeling or amplifying specific spells.




Tactics



The Vanguard’s motto is “No shape too strange, no will too fixed.”


They are known for:


  • Rotating Command: Depending on terrain and enemy, different mages lead.
  • Casting Triads: 3-person spell formations used for high-impact magic or battlefield control.
  • Suppression and Severing: Use of Etherbinders to isolate enemy mages from their power source.
  • “Ghost Net” Tactics: Silent infiltration using illusions and telepathic coordination.
  • Battle Augury: Some members divine probable outcomes mid-fight to choose the most effective action.
  • Soulbinding Cells: Emergency units sent to restrain rogue Aetheri without killing them — considered one of the most dangerous assignments.




Deployment


Only deployed under Council Directive.


  • Often sent to stabilise volatile border zones (e.g., A’Nota–Treyshill border conflicts).
  • Called in during magical outbreaks (e.g., Aethereal surges or wild corruption zones).
  • Have historically dismantled dark cults, quelled rogue Aetheri, and saved entire provinces.

(all images used throughout the articles of this world have been purchased from Etsy and permissions have been given to use on websites. Images used that are not purchased will have artist recognition)


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