The Paladins of Abyssinia and Ragnarök

What is a Paladin?

A Paladin is a person in the world of Tailsworld, which has the knowledge of influencing the Nano-machines, which make up the entire reality of their world, as Nano-machines are close to impossible to see with the naked eyes, the manipulation of them comes close to what people call Magic and wonder-working.

The Inhabitants of Tailsworld know that Magic exists even if they do not recognize it as such, for example the Energy which a Crystal radiates or can accumulate in itself.

Paladins roughly know about atoms and other nanoscopic things making up their own being, as well as their surrounding and influence this reality for their benefit, for example they know that physical wounds heal, but with help of magic they can accelerate this process through a certain stimulation of the heal-factor.

Many different forms of Magic exist in Tailsworld, the most famous have been the Nono used by the Felidions of Abyssinia and the Rano used by the Lupycans of Ragnarök.

But also the Elemental Magic and the ability of shapeshifting of the Kumears and the very own specialized Magic of the other folks of Tailsworld are quite known throughout the remnants of the old world.

In that regard, anyone who uses Magic knowingly and intentionally, in one way or another, can be called a Paladin, even if these nominations are basically only used for Felidions and Felinekos as well as Lupycans and Caninus.

The other Folks mostly call them Shamans or Magicians, sometimes even Saints and Oracles, nominations which are in each land different.

The 5 Levels of a Paladin

For the Felidions and the Lupycans, it gives exactly 5 Levels of Paladins according to their abilities and their control of Nono or Rano.

Magic-Novice: The beginner-level of magic casters, those who have just began their training and aren´t suited to perform the Rite of Forfeit or any of the higher spells, they start with Alchemy and potion creation as well as herbal-healing.

Magic-Guardian: Guardians are Magic casters who can use their forces of Nono only through a medium, an object which is different according to which rank you have, most common are scrolls or tools, so called conductors, engraved with scripts and incantations for several purposes, written with Crystal Ink, so to say as pre-programmed for the magic to be released in the right way.

Paladins: A Paladin is a Person who mostly is able to cast Nono directly and without help of a medium or conductor, but with his own body, they have to mould the Nono or Rano in their body´s system before releasing it, or use outer circumstances to their advantage, like using their surroundings as weapons.

However the more inexperienced a Paladin is, the more strain a spellcasting without medium puts on the body and the more harder it gets to actually uphold the spell in its right intensity.

A Paladin needs to learn, to focus their magic and either weaken or strengthen it to a certain limit and keep that limit for a certain time, this art requires extreme concentration and control.

Arch-Paladins: They are the highest level a normal Magic caster can reach, it are those Paladins who can use Nono without any strain on their body, no matter how much or which spell they use, other than normal Paladins they can constantly use Nono and Rano sometimes even mixing both powers together.

They almost naturally use the energy of their surroundings to let it flow through their body, while giving of certain amounts needed to cast their spell, just like water through a funnel, using their own body as a medium to limit the output of magic to the required amount.

Master-Paladin: The final and highest possible Level describes these Paladins who have mastered all previous 4 Steps in General and might excel in a certain Area or combine more than one Area together.

The Areas of Spell Casting

An Area describes a certain category of the Magic-Science to which a Spell belongs, contrasting to the believe that ever spell in Magic-Science is the same and can be called magic as a whole.

The art of the Spell casted, is differed into these categories and there are whole grimoires written with various spells of just one category.

The Areas are divided in 6 Ranks.

White Rank: Defence and Shield Magic, Magic that can safe either yourself or be used to shield others, this can range from a small group to spells that can surround a whole Land, but that would require the cooperation of many Master Paladins or a large group of Arch-paladins, it is the first magic a Magic-Novice is learning.

Red Rank: Elemental Magic, Magic which work on the seven Elements, Water, Fire, Air, Rock, Lightning, Darkness and Light, influencing and strengthening the intensity of such elements, for example creating out of a simple airflow a storm and out of a storm a hurricane.

Blue Rank: Simple Combat Magic, the normal combat magic enables to strengthen one's body to pure physical invulnerability or advanced elemental resistance, it can also be used on weapons and armoury or in order to directly attack an opponent, the force and the area of effect of the spell depend on the capability and Nono / Rano reserves of the Spellcaster.

Green Rank: Healing Magic, it is Magic that is used to heal injuries and to cure poisoning, depending on the ability of a Paladin, even severed limbs can be reconnected to the body as long as they are still usable, the only thing that healing magic cannot do is recreating lost limbs and other body parts, either way this magic requires extreme magical control and puts enormous train on the spellcaster depending on the amount or severity of the wounds to heal.

Black Rank: War and Destruction Magic, Magic which is used for advanced Combat and barricade-breaking, to overcome sieges and to thoroughly erase the enemy, to strengthen attack to an outrageous maximum, killing many enemies at once, mostly with mass destruction magic.

Gold Rank: Precognition and Purification Magic, this is a very particular Magic which is often only used by Shamans and priests and priestesses, with help of various mediums they can see the world far away and through their vast knowledge can to a certain degree predict the enemies moves, must have knowledge in strategic, can heal curses and ghoul-infections right after they have been occurred.

Following these Areas and experimentation have also lead to the so called Special Ranks/Combo-Ranks:

Silver Rank (White and Black): War and Defence Magic, Often an Area used by Master Paladins which go to war, to make sure their men are fully prepared for the fight.

Azure Rank (White, Green and Blue):Defence, Combat and Healing Magic, mostly used by the on-field Medics in a war, they can defend injured soldiers again new damage, heal them and in times of need can also fight for themselves if it is required.

Ruby Rank (Red and Silver): Elemental, War and Defence Magic, the magic of the Leaders, mostly only the Kings use next to Defence and War Magic also elemental Magic to use the entire battlefield to their advantage, using them as their strongest but darkest attribute-level can erase a whole legion of enemies with one strike, it is by far the darkest Area to learn from.

Zircon Rank (Red and Azure): Defence, Combat, Healing and Elemental Magic, mostly used by the Main-Medics and the direct subordinates and Counsellors of the Leader on the Battlefield, they are to make sure the entire Commanding Organ of a War can function without problems even in times of an attack at the HQ.

Diamond Rank (Ruby, Silver, Gold, Azure and Zircon): Defence, Combat, Healing, War, Elemental, Divinition, Puryfication, Lost/Secret Magic, The Magic which is only used by the Ancient and their Descendants, as well as the Kings of yore, from before and after the Era of Belligerent States, the lost Magic is Magic taught by the Juno´s themselves (ex: Continental Drop, Elemental Arms-creation, Alchemy)

Rites and Incantations

Magic Rites and a Spellcasters Incantations are different kinds of Magic.

A Rite is for example a form of magic which requires several actions before the actual spell is casted, it often is used in combination with a medium and Magical Script.

An Incantation on the other hand does not requires several steps, but just a clear image of what the Spell is supposed to do, to visualize this image, the spellcaster used an incantation, The length of such an Incantation is depending on how capable the Paladin is and what kind of spell and what concrete image is required to get an 1 on 1 matching result.

Since each Land has their own Magic also the spell Incantations are often quite different, as the old language is as well.

The Following spells are Incantations in the old Abyssinian Language:

Aurun suma arios, concel etra noctores, romen arios etra Fienta (Hear me All-seeing-eye, hide me in the unseen, before the sight of my enemies) (Optical Concealment spell)

Aurun Solaria Fyerel, Dorias Macerit, berestia urano turem nemesis, Ragin Sanctima (Hear me Solaric Fire, Brightest Light, strike down on my true enemies, Divine Rain) (Attack of the Light Attribute)

The Next are Incantations in Old-Ragnarokian Language:

Tempsta etra winga, ragest Typho etra namor, everion Shari gulari tremor (Storm in my Wings, raging typhoon in my Soul, eternal moon give me the power) (Acceleration Spell)

Chaniestor deres seran, Acera eret Wolve tremor, narum Iuri defendio isa wolde defendio, savural, aries astor coera, everion tuale Wolve Enra (Unchained from the seals, accept my Wolven power, for I defend what I wish to defend, awaken, hidden in my heart, eternal true Wolven Guardian)