Ordo Serephine
THE ORDO SEREPHINE — The Blades of the Celestial Will
"Where magic stirs, so does ruin. We are the hand that stills it."
Origin: Founded in the aftermath of the Unlight Reaping, when a city was annihilated by an arcane ritual gone wrong, and High Priestess Serephine, beloved of Silvan, was killed along with tens of thousands.
Mission: Total eradication of magic and its practitioners. Preservation of the True Light (Solaryn and Silvan) against the corrupting forces of Nymyra and Drosmhar.
Reach: International. Over 40,000 warriors across continents, feared and begrudgingly respected by kings and emperors.
Doctrine:
Magic is a sin.
Drosmhar is the deceiver, not the comforter.
Solaryn's justice is absolute.
Silvan’s mercy was shattered at Serephine’s death. Her name lives on through their holy vengeance.
Knights of the Ordo Serephine – The Flamebound
“Where magic dares speak, the Flamebound silence it.”
The Rite of the Veiled Flame (Unchanged and Core)
All knights undergo the brutal and sanctified Rite of the Veiled Flame, during which:
They are imbued with resilience against arcane influence.
Warded through scarification, celestial alchemy, and psionic trial.
Their minds and bodies are trained to resist fear, illusion, and enchantment.
This process prepares them to safely wield and bond with their most important asset…
Arkanite Crystals – The Binding Core
At the heart of the Ordo’s might lies the Arkanite Crystal, an ultra-rare, colorless crystal mined somwhere on the Northern Kingdom, but the site is now forbidden and guarded. Arkanite is:
Completely inert to divine energy (sun, moon, star), but violently reactive to chaotic or mortal magic.
Absorbs ambient magic in a 5–15 meter radius—slowly neutralizing wards, illusions, and minor enchantments.
Feeds this stolen energy into its bearer’s physical form.
Effects of Arkanite Bonding:
Speed and agility surge when near powerful magical activity.
Strength multiplies as absorbed magic accumulates.
Reaction time and awareness are heightened by ambient arcane energy.
The more magic present, the deadlier the knight becomes.
Crystech Arms and Armor
All Serephine weapons and armor must be inlaid with a bonded Arkanite Core, typically embedded in:
The hilt or crossguard of a blade, axe, or spear.
The chestplate or crown of a helmet in armor.
Weapon Traits:
Disrupts magic on contact, shorting out spells or curses if struck.
Grows warmer and glows faintly red or gold when “charged” with magic.
Stored energy can burst outward, shattering magical constructs or damaging spectral foes.
Armor Traits:
When magic is absorbed, the wearer becomes:
Faster, as reaction time shortens.
Lighter, allowing near-impossible acrobatics.
Stronger, enabling feats like cleaving through bone or steel.
Protection from spells grows with more energy absorbed—but slowly burns out over time unless recharged.
Drawbacks & Limits
Arkanite’s power comes with strict rules:
If a knight overabsorbs magic (especially from unstable sources), the crystal may:
Overload, causing internal ruptures or magical detonation.
Temporarily drive the knight into a frenzy from surging unnatural energy.
The bond is ritualized and permanent—only one knight per crystal.
Shadow magic causes erratic behavior in crystals and is strictly monitored.
Flamebound Hierarchy and Crystal Mastery
Knights are ranked by how many charges of Arkanite they have survived:
Flamebound: Initiated knight, bonded to one crystal.
Dawnwardens: Veterans with two crystals (e.g. in weapon and armor).
Solar Sentinels: Elite champions bonded to three—these are said to move like flame itself and fight with impossible clarity and grace.
Summary of Why They Are Feared:
Immune to sorcery, illusions, and magical monsters.
Grow more powerful the more magic is cast around them.
Trained, unwavering zealots with the strength of divinity and science behind them.
Can turn a mage’s power into their own weapon.
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